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
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.
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