Fireworks

Fireworks S1, A7

Changelog:
+ Added clip brushes around sticking out props.
* De-brightified RED spawn.
* Made the building next to RED spawn one-way only. This should make it more suitable for attackers.
+ Made the final checkpoint area slightly larger.
* Made the highground around the final checkpoint safer for attackers.
+ Added the rock to block a sightline.
* Fixed unrealistic window position.
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Changelog:
* Moved the first checkpoint to the second area.
* Desaturised lighting color in RED spawn.
* Moved RED resupply lockers further from spawn doors.
+ Added a way for attackers to get up on the shack in the second area.
- Removed patch which indicated that ammo would spawn where it would not.
- Removed large health pack from the curve in the second area.
* Moved large ammo pack down the slope.
* Changed RED respawn wave time from eight to six seconds.
* Changed scoring system to "add team score for each round won".
+ Readded dragon statues outside RED spawn.
+ Added a flanking route for attackers to get into the second area.
+ Added flank next to RED spawn.
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Changelog:
- Rebuilt the second half of the map from the ground up.
+ Textured some most buildings.
+ Attackers now get a respawn time bonus after capturing the first point.
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Changelog:
* Fixed typo in the name of the warehouse checkpoint.
* "Duck statues" >_<
+ Added a super-sneaky thief gibus.
+ Added a "plausible" explanation as to why the big wood door in RED spawn can't be opened.
* Tried to nerf the attacker highground at the second checkpoint.
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This update primarily revolves around reworking the flow through the map to make it easier for BLU to attack, but also more fun for RED to defend.

Changelog:
+ Added a few doors that opens and close depending on wether or not the first checkpoint is captured.
* Reworked the area where the payload leaves the warehouse.
* Moved the first checkpoint back into the warehouse where it belongs.
- Broke down the walls, and the roof, of the room next to the side arena to make it more open.
+ Added some detailing to the room next to the aforementioned room.
+ Added a window between the main warehouse and that room.
+ Added a tower to block a sniper sightline, which I was aware of, I just didn't think any snipers could actually get up on that rock.
+ Added another super-sneaky stealth gibus.
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Changelog:
+ Added a fence underneath the right bridge outside BLU spawn.
* Changed where the cart exits the warehouse to (try to) add more of a chokepoint and to make BLU's progress slower.
* Moved the second checkpoint up the stairs of the temple entrance.
* Redesigned RED spawn.
* Changed a path leading out from the warehouse.
* Redesigned the area with the large health and ammo packs.
- Physics have been found to agitate the payload cart, and have therefore been disabled for your safety.
+ Added super-sneaky stealth gibus.