Foldover

Foldover Final

This update mainly focuses on overhauling the area around point B.

- Major changes to B
--- The building between B and the A-B buffer zone now has two floors. The upper floor can be accessed from BLU's side via a new staircase in the A-B buffer zone yard, and from RED's side via a new extension of the high balcony next to B. Another staircase is also present indoors on the side near the cliff, facing RED's side
----- The undercut area on RED's side of this building near the cliff is now fully indoors
--- The staircase leading to the high balcony at B has been narrowed and moved to accommodate the new balcony extension
--- Part of the raised boardwalk on RED's side of B + the staircase from the boardwalk to the high balcony is now indoors to break up sightlines and give RED some additional cover
--- Added some crates along the diagonal wall next to the point at B so players can jump from ground level onto the raised boardwalk instead of going all the way to the stairs every time
--- Adjusted player clip on the tall fences next to the cliff to keep players farther off them (hopefully fixes snags some people were reporting while moving along the fences)
  • The A-B buffer zone yard has been rearranged slightly to accommodate the new staircase to the second floor of the building between the yard and B
  • Lengthened RED's respawn times slightly when C is active
  • The two small exit doors next to each other in BLU's forward spawn are now one single large door (this was originally because the big door doesn't have a skin with the stop symbol on only one side, but the small ones do)
  • Slightly widened the doorway on BLU's side of the shed atop the cliff by B
  • Very slightly tweaked the positioning of some walls in the B-C buffer zone for better visleaf optimization + eliminating visual clutter
  • Some detailing work
Mostly fixes + some feedback-based changes I missed previously.

  • Further shortened respawn times for both teams
  • Set different respawn times for each team depending on which point is active (~5 secs for both for A, instant for both for B, instant for BLU and ~4 seconds for RED for C)
  • Added a forward spawn for BLU in the yard between A and B. It activates once B is captured
  • Added missing func-respawnroomvisualizers at RED's main spawn

NOTE: a func-respawnroomvisualizer in one of the doors at BLU's forward spawn renders behind most other objects for some unknown reason. As such, it is only visible when the door is open. It works as intended other than being visually bugged.
Updated based on further player feedback.

- Added a forward spawn for RED, located behind point B
--- Active at the start of the round to reduce walking time for RED during setup
--- Exits are one-way
--- Deactivates when BLU captures A
  • Adjusted signage around the map to (hopefully) aid in navigation for RED
  • Reduced lighting brightness in both teams' spawn rooms
  • A little bit of miscellaneous detailing work
Changes based on playtesting feedback from A1.

  • Fixed missing texture on the tunnel near the bottom of the cliff out-of-bounds
  • Removed all forward spawns for both teams
  • Greatly lowered all respawn times
  • Simplified connections between A and B
--- Removed a staircase connecting A to the buffer zone between A and B, as well as the hallway it led to
--- Relocated a staircase connecting A to the A-B buffer zone to better balance placement of exit routes from A
  • Added a wall blocking the end of the hallway next to B so BLU can no longer rush straight from A to C without passing through any combat areas in between
  • Fixed Control Points not always accurately displaying the colors of the team that currently owns them
  • Removed shutter doors in the passageways to B from BLU's side
  • Changed water texture for the poison water around point C (some people said it wasn't loading for them)
  • Reworked RED side of point C
--- Moved RED spawn back from the point
--- Added a balcony over the area where RED spawn was previously located to give RED some high ground from which to defend
--- Rearranged RED spawn exits - the two side exits now lead to the aforementioned balcony, and the forward exit leads to a loop hallway behind the point/under the balcony
- Reworked BLU side of point A
--- Moved BLU's spawn back a long distance from the point
--- Added a new combat space with multiple routes between BLU spawn and point A
- Made it clearer where respawn rooms begin and end