Erosion

Asym2 Erosion b1

I'm pretty happy with the general layout, at this point, so I'm going into beta with it.
I can't remember the changes I've made. Mostly small layout tweaks and detailing.
-added new choke between first and second point to try and make forward holding on second more viable
-changed floor heights on third point to try to make it less weird
-red respawn times changed from 9 seconds to 7 (changes to 10 seconds when defending last last)
-blu respawn times changed from 3 seconds to 4
-fixed a few clipping issues
Further tweaking 2nd and 3rd points so that red has a chance to set up defenses.
Changed layout of last.
Removed flank going into last.
  • Opened up first, because it felt cramped.
  • Widened a lot of doorways, mostly the ones pushing into last.
  • Slightly changed layout of last to attempt to make sniper less powerful.
  • Detailed a wall.
  • Changed sun angle.
  • Shrunk building the track goes through on first to make it less powerful when soldiers got control.
  • Added big door after 2nd cap to allow red to setup for 3rd as 2nd is generally easy to cap.
  • Added flank around said door.
  • Moved Red spawns on last further back, so you don't have to essentially spawn camp to cap.
  • Detailed more walls.
  • Added some placeholder textures, since people found the smooth dev textures disorienting.
  • Widened a lot of doorways and areas to make things feel less cramped.
  • Added a third forward blu spawn.
  • The second blu spawn now triggers after second is capped and the new third spawn is activated on the third cap. Distances should be much better now.
  • The second blu spawn is moved to the left slightly, so it's not pointed directly at a treacherous flank.
  • Changed shape of mining tunnel flank to make it tougher to push through.
  • Split the flank going into the building that contains the third cap area. Now it isn't possible to easily flank all the way from second to last point.
Added cubemaps
Fixed clipping in some areas
-Added flank into last (opens after capping third)
-Fixed red being able to see blu spawnpoints
-Fixed clipping in some areas
-Removed platform that was directly above the last choke on red.

Last should be overall easier to push now. I didnt want to make too many changes to it and make it a roll.