Fixed some brush faces that I missed while texturing
Point A
Added another rock and shifted some brushes around to get rid of the massive sightline on BLU's left flank. (you can still get a sightline on the large ammo pack at the back of A, however)
Point B
Replaced the parkour route to BLU's high ground with a ramp.
Got a lot of great feedback from the first playtest, so let's hope this is a lot more playable and next time I can get some feedback on point C.
General
Various overlay fixes
Made the direction one-way doors can be accessed more clear
Decreased capture time for all points
Changed respawn times from default because I'm dumb and didn't before
Point A
More rocks, less sniper sightlines
Moved health and ammo around in the cave to give attackers a slight advantage
Added a spawn exit for BLU directly into the cave to help prevent spawn camping and give a shorter route to B
Point B
Added a one-way door to prevent RED from accessing BLU's high ground (the route is still open before A is capped)
Added a new flank on BLU's right side (hopefully the point isn't a chokey shitfest anymore)
Changed the large ammo pack on RED's high ground to a medium ammo pack to make engineers slightly less powerful. Might change this back if the other changes to B make it too hard to defend.
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