Changelog
  • New stairs path for BLU to use to get into the flank on C safely.
  • Changed pickups on B a bit.
  • Fixed a sightline on C by giving more cover to the main RED spawn exit.
  • New cover at RED last spawn to prevent crack sightline.
  • Re-added a point from the A1 to prevent C from being such a gauntlet: in doing so I adjusted the amount of time BLU gets from capping each point.
changers
  • New flanking route on B into the connecting room with the shutter door
  • New room on B where i moved some pickups cuz I thought it'd be nice
  • Removed the down-under flank on C, it was stupid.
Chainlog:
  • Almost entirely redesigned B! The area is more open and interesting and features a delay mechanic in the form of a bridge. Hopefully this helps RED hold B better.
  • The indoor section of C has 2 extra routes sandwiched in, the first in just a small opening underneath the drop down that gives BLU some cover to approach with, or opens up a sneaky sentry spot for RED. The second route will weaken sentries that are set up outside the exit, as it provides a sightline and a medkit.
  • frog added. DM me on discord if you find him

Attachments

  • Screenshot (114).png
    Screenshot (114).png
    2 MB · Views: 85
  • Screenshot (115).png
    Screenshot (115).png
    2 MB · Views: 87
Changelog
  • New route into C that's safer to go into but is hard to push through.
  • Widened the whole area by about 256 Hu: this should hopefully make spam easier to avoid and make the area feel less cramped
  • Changed the old flank that kinda sucked, I removed the balcony and instead added cover and a window, and a new drop down into the the fence area. Added significantly more cover to the pathway into the window route.
  • Changed BLU's forward spawn, it now has a few more entrances out and shouldn't be able to spawn camped by cringe little snipers.
  • The change to BLU's forward spawn also added a shutter door to one of the side flanks on B, which will hopefully help BLU attackers be safer from sightlines.
  • Changed all the nodraw under the map to be more accurate to the displacements, I'm pretty sure this maybe might help a little with the optimization or something???????? (it caused a million leaks)
changlogu
  • i fixed the same fucking pixel walk on the crane crate. dont worry im sure someone will find a new one
  • im trying to fix respawn timers being literally like 30 seconds wtf???
I just didn't get a very good test so i made a few small changes and then its going right back on that damn bot
Changelog
  • Changed the flank that red was abusing to be a drop down for BLU team
  • Re-added the flank in the main building at A, I feel like removing it limited BLU's options too much, I might change it if its a problem again
  • Extended and added a new entrance to the building opposite the point at A, should help it become more of an option for BLU.
  • Added a new route at B from the indoor section to the outdoor courtyard. I'm worried it won't be good enough but it'll help BLU take control of the courtyard if they manage to push through the indoor section
  • Added a route between B and C that will make it so BLU doesn't have literally one option to approach C.
  • Added a lil bit of detail
  • Changed a few pickups to be smaller to reduce engineer power
Changies
  • Moved the BLU forward spawn further down, should help with RED pretty much crumbling after A is capped.
  • A little bit of detailing.
changelog
  • I widened B a lil bit and changed a few entrances. If I can't make this point work through that then I'm probably just gonna have to rip it out
  • Hallway entrance in the main building at A removed, RED was using it to flank BLU more than BLU was using it to flank RED
  • Reduced spawn times for RED, I don't know why they were so high
  • Added a window and cover at C so BLU has a few more ways to push in.
Changelog
  • Changed a lot of the cover around C to be less tight and provide better protection from snipers
  • New forward spawn for RED for the B point
Changelog
  • Changed flank route at the indoor part of B, should hopefully make the point more interesting and less abusable by RED
  • Moved B back to the courtyard area to hopefully even out the distance between the points
  • Removed the window where B used to be
  • More lights to brighten up dark areas
  • New corridor at the far entrance of the RED spawn to let RED rotate more safely, should help them defend the point better.