Forsaken Downpour

Forsaken Downpour b2n

- Couple of changes to A;
Extended one of the covers at A a bit to hide the drop down flank route
Added a see-through wall on the highground opposite to the point, separating it from Red's side
Added a doorway on the high ground opposite to the point, connecting it to the route on the left side of the point
Turned the small health kit in the water into a medium and the medium ammo next to it to a large, turned the large ammo pack that is on the platform above those two pickups into a medium

  • Adjusted Blu's forward spawn at C, harder to take fall damage when leaving
  • Other minor changes
  • Adjusted Blu's first spawn; the spawn room trigger has been extended to engulf the whole area, and Red can no longer enter. The dustbowl spawn style just doesn't appear often in maps and ends up confusing people when it does. The funny lights align with the sun again
  • Added a new small route next to each exit at Red's C spawn; gives additional options to avoid some areas
  • At C, added a stair case that connects to Blu's lower spawn exit. Additionally, removed an unnecessary wall in front of that exit
  • Adjusted the shape of the barriers on the B platform and made them slightly taller; makes it easier to escape the point when it's midway capped
  • Clipping fixes
  • Ditched the 180 stair case, it was too disruptive for flow. That area is now just a straight staircase that leads to the caves
  • Moved Red's spawn right exit at C a bit further up vertically
  • At A, increased Blu respawn wave time from 2 to 2.5
  • At B, reduced Red respawn wave time from 8 to 7 (Same as A), increased Blu respawn wave time from 2 to 3
  • At C, reduced Red respawn wave time from 6.5 to 6, increased Blu respawn wave time from 2 to 2.5
  • Slight reduced scale of the room in font of Blu's spawn at C
  • Moved Blu's full health and ammo pack at C a bit further away from the frontline
  • Added some pipe props at B to make a little jump possible
  • Made Blu's first spawn a bit brighter
  • Other minor changes

Future plans:
- The god rays at Blu's spawn and the opening at last don't line up with the sun anymore, due to the deletion of the 180 stair case. Will do something to make them line up again
  • Moved Red's spawn at C a bit further back with some layout changes. In return, reduced their respawn wave time from 7 to 6.5. This makes it harder for Blu to watch Red's spawn when capping the point
  • Scaled down the room in front of Blu's second forward spawn
  • At C, near Blu's spawn, moved the the full health an ammo pick ups to be a bit closer to the front line
  • After B is capped, Red's func_respawnroom is disabled, resupply is disabled, shutters will stay open and Blu may enter
  • Added missing death pit trigger_hurts at C
  • Clipping fixes
  • Fixed railings having no clipping
  • Fixed the new route at A having no light in it
  • Reworked C, the point felt the most disappointing out of the 3. I wish for it to be more grand. Additionally the time it takes to cap is increased from 8 to 12. Red's respawn wave time increased from 6 to 7
  • Added a small route at A which leads to the lowground water area for Blu, making it easier to flank
  • At B, the little stair case highground on Blu's side of the catwalk has been closed off; The area was meant to be mainly used by Blu, and the staircase went upwards to block a sightline into Red's spawn without having to add an unnatural sightline blocker. However, it ended up being used by Red's jumping classes often, and was very powerful against Blu. Blu should focus on the high ground on the other side rather than their own
  • Made it clear that the door outside of Red's first spawn can't be used
  • Lowered the height of two doors at B to block some sightlines
  • Moved Blu's first forward spawn; Slightly decreases travel time to B, and is in a position that guides players to B better
  • Mirrored the 180 stair case area, additionally it now has a different route to take on the second floor; helps with pushing against Red if they happen to have set up on the bottom most floor
  • Adjusted Red's B spawn area, Red now has a route to retreat to C when B is capped, instead of essentially being forced to die
  • At A, Replaced a large health pack with a small one and a small ammo pack near it with a medium one, additionally replaced a medium ammo pack with a small one
  • Made the area outside of Blu's first spawn a bit brighter
  • Disabled shadows on some dynamic props
  • Other minor changes
  • Increased Red's respawn wave time at B to 8 from 7
  • Increased the amount of time it takes to capture A to 5 from 3
  • Made one of the stair cases at B less steep
  • Fixed Blu's first forward spawn being smitten by the blinding light of God
  • Made a crouch jump near the A control point possible
  • Fixed some parts of B's control point not being parented to the moving platform
  • Removed a rather cluttering sight line blocker at B, and replaced it with another one; This new sightline blocker makes it so that Red cannot watch all of Blu's routes at once from their high ground position. The removal of the former also allows Red to potentially use Blu's flank as a forward hold
  • The left most door in Blu's spawn area is no longer a one way and stays open
  • Reduced Red respawn wave time to 7 from 8, additionally set Red respawn wave time to 6 at C
  • Adjusted the B control point platform, on the edges it now has some some small barriers to help a bit with resisting pyro air blasts
  • Added an extra medium ammo pack to A and B. Added a set of small health and ammo to B, additionally turned a small one at A to a medium one, and a medium one at B to a large one
  • Added a prop jump at B
  • Made A brighter with some light_spots
  • Other minor changes