• Updated Mobster Pack (3/1 release)
  • Changed approach from A to B by moving route, narrowed map again in B section as result, water more open next to point
  • Changes to long path for blue leading to B, closed down some sight lines
  • Added torches that can light arrows around ruins on B in various places
  • Fixed spawn issue from blue
  • Small health/ammo leading to point chagned to med for both
  • Fixed various lighting, visual updates, small amount of detailing added, small fixes and clipping issues

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Offically to Beta. Major changes:
  • Stairs in front of A, favoring Red have been removed
  • Full ammo reduced to med ammo next to point
  • Detailing has started around the map with all floor displacements now in place
  • Other small optimizations and visual updates
Updates:
  • Fixed Red Spawn issue and blue spawn issue
  • 1 second cap time added to point A
  • Med ammo increased to full ammo next to point A
  • More displacement work added and a small amount of detailing around B. Additional B sign
  • Few props added to the middle building between A and B
  • Fixed clipping issues
  • Added zone tape to points so they are more visible
  • Fixed a few small visual issues, optimizations, and other small updates

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Updates:
  • 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

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Fixed packing issue. All mobster updates now packed correctly
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)
Major updates:
  • Fixed vip gun sound
  • Updated Red spawn room to create better flow on both rounds
  • Added some displacments
  • Point A slightly less open
  • Map slightly less wide
  • Lot of other small visual updates and changes

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Updates:
  • New mobster vscript update (feb14)
  • A points size changed some, slight larger, little less open space
  • Flow going into B has changed, middle buiding 2nd floor lowered
  • Changes around B updated
  • Other small updates I have missed
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