Fountain

Fountain b3

  • added custom props (Nattea)
  • added custom finale animation and particles (Nattea, Yrrzy)
GENERAL:
  • more artpass
  • got under tjuncs limit
  • made some doorways taller

C:
- red spawn shortcut
  • fixed blue spawning in old spawnroom
  • added spec cams
In some cases, early police forces were created specifically for purposes of suppressing workers' movements. Pennsylvania was home to some of the most militant unionism of the late nineteenth and early twentieth century. Local police were too few in number and were sometimes sympathetic to the workers, so mine and factory owners turned to the state to provide them with armed forces to control strikes and intimidate organizers. The state's initial response was to authorize a completely privatized police force called the Coal and Iron Police. Local employers had only to pay a commission fee of one dollar per person to deputize anyone of their choosing as an official officer of the law. These forces worked directly for the employer, often under the supervision of Pinkertons or other private security forces, and were typically used as strike breakers and were often implicated as agents provocateurs, fomenting violence as a way of breaking up workers' movements and justifying their continued paychecks. The Coal and Iron Police committed numerous atrocities, including the Latimer Massacre of 1897, in which they killed nineteen unarmed miners and wounded thirty-two others. The final straw was the Anthracite Coal Strike of 1902, a pitched battle that lasted five months and created national coal shortages.

In the aftermath, political leaders and employers decided that a new system of labor management paid for out of the public coffers would be cheaper for them and have greater public legitimacy and effectiveness. The result was the creation of the Pennsylvania State Police in 1905, the first state police force in the country. It was modeled after the Philippine Constabulary, used to maintain the US occupation there, which became a testing ground for new police techniques and technologies.

GENERAL:
-full artpass

A:
-opened up a wall at the top of some stairs to give red a slightly easier time contesting the point

B:
-disabled blue fwd spawn

C:
-added high ground over point to give red a more significant positional advantage and make gameplay more interesting
-added delay to red forcerespawn to have players spawn at final instead of B
-shortened red respawn wave time from 9 to 7


D:
-fixed bounds of blue respawnroom
added cubemaps
misc final changes for player flow around flank
A recent study in New York City found that of the 800 people who spent the most time cycling through the jail system, over half were homeless. The top charges in these cases were petit larceny, drug possession, and trespassing. Constantly rearresting homeless people for these offenses does little to alter their future behavior or reduce their impact on communities. And it certainly doesn't help to end their homelessness.

The cost of this process is exorbitant. New York City spent $129 million over 5 years to jail those 800 people. That's over $30,000 per person per year. Supportive housing costs less. And that amount doesn't include the costs of emergency room visits, shelter stays, outreach efforts, etc. In 2013 the Utah Housing and Community Development Division reported that the cost of emergency room treatment and jail time averaged over $16,000 a year per homeless person, while providing a fully subsidized apartment was only $11,000. A study by the University of New Mexico documented that providing people with housing reduced jail costs by 64%. Researchers in Central Florida showed that providing chronically homeless people with permanent housing and support services would save local taxpayers $149 million in spending on jails and health care. An in-depth case study conducted by researchers at the University of Southern California found that the total cost per person of public services for two years living on the streets was $187,288, compared to $107,032 for two years in permanent housing with support services, a savings of $80,256, or almost 43%. Criminal justice costs went from an average of over $23,000 to zero.


a18: Complete redesign of final. Maybe other changes but it has been literally more than a year since the last version.
a17

A:
-removed heaven
-added closed door to inside hold room to make it easier for blue to flush out the area (door opens on cap)

B:
-no changes

C:
-completely reworked second half of point to make more sense with blue forward holds and provide better thematic transition to caves

D:
-complete rework to make sense with new C
a16

-art pass
-clipping pass
-relocated red forward spawn, cutting roughly 3 seconds of walk time

A:
-added stairwell into main building allowing for rotation between top and bottom levels, making upper level useful as a route for blue, as well as allowing blue to clear the area so red players don't end up behind a blue push
-various adjustments to block some of the cheekier sightlines
-added small cover to point
-added another resupply cabinet to blue spawn

B:
-no changes

C:
-added bridge across middle of room as a high ground both teams can contest, and to make blue access to the far flank more difficult / make it a stronger red forward hold
-added switchback stair for quicker but riskier access to high ground
-adjusted cover at forward hold to better enable sentry nests
-removed far flank route to ease spawncamping on B
-added doors to block roof route access until B is capped
-moved kits near old spawn to a forward position

D:
-added safety advisory
In the less eschatological conjecture we still live in, we would be better served by honoring past struggles - including those defeated - than sneering at them, because it would prime us for staying on their path. Defeat also has a pedagogical function, including those for the climate movement: without COP15 and the disappointments of early Obama, there might have been no turn towards mass action.

Climate fatalism is for the jaded and the deflated; it is a bourgeois luxury ... Climate fatalism is for those on top; its sole contribution is spoilage. The most religiously Gandhian climate activist, the most starry-eyed renewable energy entrepreneur, the most self-righteous believer in veganism as panacea, the most compromise-prone parliamentarian is infinitely preferable to the white man of the North who says "We're doomed - fall in peace.' Within the range of positions this side of climate denial, none is more despicable.

a15

-made map snowy

A:
-added building over forward hold area to make it more forward holdable
-added a window

B:
-no changes

C:
-moved point even further outdoors, added second rollback
-reworked "inside corner" to be a forward hold for blue

D:
-shortened cart path in fountain room quite a bit. much more like upward now
-removed main secondary route to fountain room
-relocated underground route to be quicker
-cave dropdown route is now a regular route