I'm going to be honest: since this is based on an unfinished A8 update I last touched in 2017, there's probably a lot of changes that aren't listed here. Stage 2 is still missing; I'm currently still deciding if I want to try and fix it, or rework MC20 into a totally new stage 2.
  • Completely rebuilt final
  • Completely rebuilt the shortcut building across from Blu spawn
  • Changes to cover across the map, notably around the start
  • Added an additional pipe to make reaching the upper platform in the choke room easier
  • Made the tunnel slightly more interesting
  • Significantly more health and ammo across the map
  • All new lighting
  • Clipping improvements
  • Texture changes
  • Spectator cameras

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Hey look, I finally decided to work on an old map of mine again instead of making a new one! What a surprise! And it only took almost 10 months!

  • Removed Stage 2
    • It was rushed for the contest and not fun
    • Stage 2 will return, but I'm rebuilding it entirely
  • Adjusted spawn times
    • Blu gets faster respawns after capping first
    • Red shouldn't have 20 second respawns on second now
  • Removed the rollback zone
  • Expanded the area around first
    • New deck with route into the center building
    • The wood building's ramps got redone because of this
    • The cap should be easier for Red to hold now
  • Partially reworked interior of center building
    • Removed the narrow dropdown, moved wall to connect it to adjacent platform
    • Hopefully this will help Blu push though
  • Expanded the area around second
    • This has moved Red's spawn back a bit
    • It should be easier to cap now
  • Reworked various cover props
  • Light detailing
  • Changed/added some health and ammo
  • Changed some lighting
  • Clipping
  • Optimization

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I did a bunch of balance tweaking to hopefully improve the pacing of the map.

Of particular note is that the roll forwards zone in stage two is now slows the cart when descending, and you cannot speed it up.

A bunch of health and ammo changed as well.

There's also a new little platform outside the cave on 1-1.

Spawn wave times changed on stage two as well.

Let's hope the map isn't an unbalanced mess for the contest, shall we?

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This is probably the final version for Assym2. It only contains stages one and two, as I didn't finish stage three in time.

I did a bunch of changes to try and control the pacing and balance of the map, but it's late and I'm in a hotel with spotty WiFi so I'll (probably not) list them later.

Enjoy!

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  • Adjusted cover and ammo around 1-1
  • Displaced some stuff around 1-2
  • Rebuilt Red S1/Blu S2 spawn, which should help both Red and Blu
  • Shortened roll forward zone before 2-1
  • Added a route up to high ground for defenders on 2-1
  • Added new routes to 2-2 for attackers
  • Reworked cliff area near 2-2
And other things I've forgotten.
Blocked a sightline, fixed a missing ammo pack, packed the map
Added rollback zone before point 1 on stage 1.

Added second stage! This one is entirely downhill.

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Rescaled some areas, blocked some sightlines, made a door on the upper flank one-way in favor of blu, health and ammo changes, spawn adjustments. A better changelog will be provided later.

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