So, we are sticking with the Mobster. The new mobster pack is out, which is in this version and includes a lot of changes. Lots of flow changes included in this version.

Major Changes:
  • Added new Mobster VIP pack which includes new bug fixes, models, balancing and more (see version: mobster_wip_feb08d, for full details)
  • 4 seconds added to time to cap A (+80%), 2 second added to time to cap B (+50%) due to the power the mobster has (previoulsy balanced for julius)
  • New sniper window facing blue spawn, removed upper plank over point, new ledge before first building, removed entrace into A and added stairs in place, More trees in first area. Point around A opened up
  • Health and ammo adjusted in many places
  • Moved position of foward spawn to enable better flow
  • Length of map extended by 112 units between A and B
  • Removed far bridge going into B point, reworded flow to bottle neck into final point better, removed one way door
  • Added better Blue bunkering going into B, reworked flow for Blue in middle building
  • Reworked spawn points in Red for B so that all 3 exits are more visible when spawning
  • Lots of other small changes I missed

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- Mobster VIP has been replaced with Julius to test this character
Updated VIP data to the new script
  • Updated windows behind final point to make it clear they can't be passed. Added a 2nd
  • Added room to upper level of buidling between blue spawn and A, slightly closed space, moved one of the entry doorsways and moved health and ammo in an attempt to nerf sentries in the building and adding the ability to flank the upper level easier
  • Added new doorway to bottom floor of building going to A and increased size of health and ammo under bridge going to A building from Blue spawn
  • Added set of stairs in central A area to help with flow
  • Fixed Door on first spawn
  • Removed a window facing B and moved a roof so that it did not look walkable
  • Made hill in opening area less steep near blue spawn
  • Other small alterations and visual updates

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  • Fixed Forward spawn issue
  • Fixed Tree that can be walked through
  • Increased size of capture areas on A and B to fit the size of the point
  • Added new option for flank route going into A from stream area
  • Blue bunker for Blue leading to B has been expanded to include a new exit to the left, providing some extra higher ground for Blue
  • Reduced time to cap A by 20%
  • Added a few windows around B to allow players to see B point better when in upper level of building
  • Reworked back upper route above B to add new stairs and cut down on snipe lines
  • Other small visual updates

Screens attached capture major layout updates

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A2 Changelog:
  • Reduced A cap time by ~33.3%
  • Updated VIP pack to latest VIP assets for Julius (map size increased as a result)
  • Fixed clipping issue above B behind the point
  • Added small platform near B
  • Increased ammo to full for main section leading from blue spawn to A and enclosed the area slightly to help blue engis
  • New stairs added to flank route for Blue leading to A
  • Added one way door leading to B favoring Blue and made only one main route for Red to be able to enter A, also allowing for additional bunkering for Blue going into B
  • Nobuild added around deathpits of B
  • Updated/additional signage
  • Updated other small visuals, lighting, or errors

Thanks to everyone who tested A1 and provided feedback.

See how the map was made via these live streams:

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