Fortress Fever

Fortress Fever A4

-Cut down mid area's length by 256 Hu on each end.
==Reasoning: Long walk times to each person's base made encounters less frequent and made the map more lame.

-Cut spawn wave times in half.
==Reasoning: Nobody likes waiting.

-Changed mid area to include a bridge with supports.
==Reasoning: It both makes the area substantially more unique, and also cuts down on most of the empty, open space that was in mid.

-Redid the corner building at mid to be a sort of clifftop area.
==Reasoning: The old building that was there was boring and pointless. This is much more unique and has more potential to be actually fun.

-Added a bunch of cover to mid.
==Reasoning: Sightlines needed to be considerably toned down.

-Moved spawn area to the opposite side of the base, and gave it a dedicated (albeit small) courtyard.
==Reasoning: Attackers no longer have to walk by the defender's spawn to cap the intel.

-Old spawn is now a dropdown.
==Reasoning: I dunno really, figured I'd put it in and see how it plays before I just trash it.

-Changed intel area to have attacker balconies on the sides, similar to ctf_well.
==Reasoning: Hopefully combat sentries.

-Redid sniper balconies (2/3rds of the sniper balconies are covered by glass now)
==Reasoning: Lower how much snipers can aim down mid, and maybe, possibly push them to snipe somewhere else.

-Changed some health and ammo in the base.
==Reasoning: Necessary due to layout changes.

-Made fence texture smaller.
==Reasoning: It looked too much like you could shoot through it.

-Added signage.
==Reasoning: Directions are helpful for navigation, especially on a 90 degree map.
-Changed mid to be a 90 degree turn, adding a building and some sightline blockers to go with that
==Reasoning: The old solution of "put a building in the middle" was a dumb knee-jerk reaction to the bad sightlines. This is simply a much better and more interesting solution than "big building".

-Mirrored blu base
==Reasoning: It was necessary to get the 90 degree turn to work.

-Changed name to Fortress Fever
==Reasoning: As much as I found an acronym for "Another fucking 2fort remake" humorous, it is very likely that this project might wind up not looking anything like 2fort, especially after the new mid. So I wanted a name that works on its own, but still calls back to 2fort.
-Fixed an issue where the ceiling of the mid building wasn't clipped
-Also clipped some stairs
-Moved some health and ammo to where you can actually see them.

Also, I forgot to mention last time that I changed the light_environment to improve visibility.
-Added a middle building to break up the sightline between the two bases and sort of split mid in two.
==Reasoning: Feedback tells me that the main issue with 2fort's mid that I didn't fix was the major sightline between the two sniper balconies, and I've also been told that my mid is too large. While mid as a whole had to be extended even a bit further, it's overall much less open than in A1 now.

-With the help of windows in the mid building, any class can get on the roof of the bridge.
==Reasoning: Let's see what happens!

-Made mid a lot thinner
==Reasoning: Another thing I did to cut down on how open mid was in A1. This mostly cut down on dead space in the area.

-Wrap-around flank has been opened up slightly.
==Reasoning: This was mainly done to make the flank more appealing to use. It's not much faster than it was before, but it doesn't look so out-of-the-way.

-Made the corner area in the sewers a somewhat enclosed area and moved the health there to its original position.
==Reasoning: Apparently the way I re-arranged the sewer in A1 caused a slightline issue.

-Cut out some dead space from behind a stairwell in the intel area.
==Reasoning: It just didn't really make sense to be there. I decided to leave the other instance of this (which was on the other side of the intel area) in order to throw spies a bone.

-Remembered to run the VIS on normal this time.
==Reasoning: I was less stupid this time.