Red respawn reduced by 1 second on A, and 2 seconds on B. Red instantly respawns after A is capped
Blue time to cap A reduced by 15 seconds, time added to cap B reduced by 15 seconds
Map thinned by at least 96 units across map. First building hallway shorter as a result. First section is ~208+ units thinner. Final section around B also signicatly reduced in size. Blue first spawn doors slightly closer together ~144 units
B back route reworked to enter point now, small ammo and health added to new path, size of water next to point bigger
Red spawn reworked for easier flow to both A and B points. Spawn points remain the same throughout the map. Flow should majorly reduce spawn camping
Clipping fixes
Starting Cameras added for A
Lots of small visual updates, lighting and small gameplay changes
Fixed the snipe lines, points should be easier to Blue to control, especially B now. Voicelines and more
Major updates:
New Mobster pack (Feb18 release)
B flank route for B reworked slightly with new displacement work
Reduced A cap time by 1 second (9 to 8)
Reduced B cap time by 2 seconds (6 to 4)
Increased Red respawn time from 11 to 12 on A and from 11 to 14 on B
Reduced half health and full ammo to small health and med ammo by B point
Reduced sight line on far side of B and reduced how wide the map is on B slightly (Note, Gorge has been from the beginning and remains wider than this map)
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
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