mostly minor changes this time around again; still not sure if i want to commit to making more sweeping layout changes yet since i feel like it's playing decently well so far and i don't want to ruin it

changelog:
  • A cap time reduced 22s -> 20s
  • B cap time reduced 13s -> 9s
  • enlarged doorway leading to BLU's high ground at A and changed the wall nearby to chickenwire for better vision on the area
  • restructured the high ground area to be slightly less cramped (i worry it will be overpowered)
  • changed floor inside RED's hold house at A to have a grate for better vision
  • changed part of the roof at A to be netting for better vision
  • rearranged hp/ammo slightly in RED's hold house
  • reworked the gigantic BLU high ground at B to be not as high and less oppressive while still blocking sightlines
  • opened up the window on BLU's rightmost route at B to allow spam/jumpers through (may be reverted)
  • un-onewayed the large windows at last
  • changed RED's spawn exit at B to not have immediate vision onto the point
  • fixed RED's forward spawn teleport trigger not activating properly
  • optimization improvements
  • few other misc changes
  • falcon

screenshots:
20250105195135_1.jpg
20250105195146_1.jpg
20250105195258_1.jpg
20250105195343_1.jpg
a2 changelog
  • removed a corner creep spot near A
  • fixed RED's forward spawn tp trigger not being flagged for clients
  • adjusted I/O to disable the door trigger at the same time the tp trigger enables
  • removed shutter door from near last
  • increased A cap time 15 -> 22
  • increased B cap time 11 -> 13
  • adjusted blu spawn very slightly to remove a crack sightline
  • added Bird

testing more with this layout/scaling before committing to larger changes. i want to see if RED is actually able to defend at all, or if BLU really does just steamroll every round.

screenshot (singular):
20241218203102_1.jpg
  • made a railing nonsolid that i had missed
  • smoother out barrel stacks collision near B
  • clipped the vertical fence prop near RED's forward spawn
  • clipped several tiny corners near doorways to prevent snags
  • increased cubemap resolution on windows at last

thanks to @Radial for pointing most of these out

screenshots are basically exactly the same