Frostville

Frostville a14

Third
// Third continues to be a bit of a tricky hold for red; which probably helps for pacing but I want a some form of hold for red.
- Made tunnel into a building
// Similar gameplay but makes it easier to hold and worse sightlines for blu once it does get taken
- Added a dropdown from upper to lower
// It felt natural. Red has to expose themself to use it and it's pretty convenient for blu
- Flipped the lower -> upper building
// Makes it so red can have cover once entering the building
// My main problem with this point is that red has no safe transition from their spawn to the main building


Fourth
- Fixed issue relating to oneway door's trigger

Last

// Last suffered more from feeling weird than it's actual gameplay, so most of the changes were made to help with that
- Adjusted cover around truck
// Didn't actual protect that corner
- Adjusted box on the left side (from red's perspective)
// Also didn't properly cover that corner, this should make the sightline worse
- Removed left spawndoors ramp
// More space, and there is a spawn door right there. Didn't really do anything except create more safe sniper spots.
- Added new route from lobby to last
// IDK if this will get used, but I felt like a route should be here
- Flipped truck
// Now blu can get up here to put sentries/heavies there. Makes this corner safer for blu.
- Added rollback to ramp
// Makes clutches from red more possible.

Misc

- Adjusted textures throughout the map
- Added some more cubemaps that needed them
- Clipping changes
i've tested this and gotten my friend to test it if it doesn't work i will CRY
- Added Cubemaps
- Blocked off a stupid sightline on last
- Removed a jump onto the rock in the Third Courtyard
- Adjusted Cover in Third Courtyard
First
//First played ok IMO but definitley needs some changes
- Moved the point back to the door by the building
// Should make snipers playing all the way on second less powerful
- Made lobby and flank into one building
// The main goal was to remove the space from that dead end in the back of first
- Opened some doors in lobby
// New flank route. Unsure if I like this, I might remove it.
- Soldiers can no longer rocket jump over fence
// Rarely used, you can still spam over as demo.
- Adjusted the Back of Valley (Adjusted buildings, added crate)
// The goal here was to make sniper less powerful. Major changes to the brushwork here made the area lay out wierdly

Second
- Moved the point to after the curve
// Second was maybe a little to much harder for defenders. I feel that this isn't because their hold is to weak, but rather the point is much too close to the exit of under.
- Brought back the sniper window in lobby
// No harm in bringing it back, plus it gives an extra spam angle/sightline for attackers

Third
- Removed rocks and made a house instead
- Adjusted ramp to be less sightliney
// Some playablity adjustments to this courtyard. Should be more fun to play in and makes it so the new tunnel isn't broken for red.
- Reworked upper so the cave and cart path are seperate. Significantly reduced highground.
// This is to make it more Red-Oriented. That's not all though...
- Added Ramp across from Red's Current hold to get on top of tunnel
// This should make it so holds up here are possible. There is only a small ammopack so engis are better off on the ground
- Adjusted Forward Spawn
// It twas very annoying. Hopefully it is less annoying now.

Fourth (????)
- Made the point 5 points (oops)
// Having the map end after 3rd just didn't feel right to me. This point is inspired by borneo 3rd, although the outside is more contestible by red and the inside is less complex.

Last
- Completely remade again
// Last Remake Counter: 3
// Inspired by Borneo and Vigil. idk about my lasts any more bro.


Misc
- Filled up some Cracks
- Clipping Fixes (Bro Moment)
- Made it so you can exit Red's Forward Spawn when 2nd is capped without Suicide
- Fixed a clipping exploit on cliff on third
- Added Resupply Locker to Blu's Forward Spawn on Third
First
//Light Rework, still recognizable but a lot of new geometry
- Extended out crate
// A lot more space here, a lot nicer to stand here. "Passive Hold."
- Added a building to the empty space
// "Aggressive Hold." Goal was to make it very isolated and hard to back out. I fear it might be pretty hard to break, so it might need some adjusting
- Added a fence and adjusted crates on concrete
// This is to account for new holds and boiler rework. Speaking of which;
- Removed boiler
- Took a chunk out of the wood fence and added a ramp
// This makes it a lot more accsessible. I might adjust it later

Second
- Adjusted Forward Spawn
// New exit to make pushing out a lil easier. Definitley needs some work.
- Adjusted Far Side
// Red spawn, Height for passive hold, Remade route to upper
- Pushed back the point
// Blu had some trouble pushing this point, as they had to push it pretty far into red territory. Once Blu takes Upper, I think Red should lose the point.
- Added new walkway above cart path
// This is to avoid the sightline down main, so it's safer to play around that bend.

Third
- Complete Remake
// Third simply wasn't good. The new third is inspired by Vigil 3rd and Eruption 2nd.
// Not sure how I ended up with 3 lobbies but hey; If it works.


Last
- Complete Remake Also
// I liked the 1st last more than what I came up with for the past 2 versions. This last definitley needs some iteration, however I think this will work much nicer than the previous last.
// The initial courtyard is not meant to be held, however I could definitley see a feesible hold in a pub. It is yet to be seen if it is too strong. I feel it might be a little to similar to the other courtyard, so a house may be in order.
// The lobby is inspired by Swiftwater, with the oneway and the walkway to rotate between the 2 sides.
// The flank and main hold area is very inspired by Vigil last. It might not show, but the isolated flank area with a route to avoid the sightline and a route that actually has the sightline, and the flank spitting you out in 2 places. Very similar to big door/IT area on vigil.


General Fixes/Changes
- Adjusted Skybox all over the map, FPS should be higher (even though it was never an issue to my knowledge)
- Adjusted Respawn Timers
- Fixed issue where you could back spawn by holding up against a forward spawn door
- Added a bunch of signs around the map
Take a shot every time I say sightlines.

First

- Lowered flank to remove dumb jump onto ledge
// Should be a lot safer for blue

Second
- You can no longer jump through window

Third
- Added a Snowycoast gate to entrance
// I hate these, but red would complain about not having any time to setup
- Made Red's route into side house close after 3rd is capped
// No more spawncamping

Last
- Shortened Far Side of Last
// This should reduce sightlines, along with the next change.
- Doubled up crates
// Reduces sightlines as previously mentioned, and it makes it so heavies, engis etc. can't get up here
- Lowered 2nd layer of last
// This reduces sightlines. I fear it might be to hard to hold here now, but it doesn't really matter
- Turned fences into a house
// Reduces sightlines. Also makes it harder to get spammed out from the last platform.

Misc
- Brightened Lighting
- IN THEORY fixed seam issue on first.
Second
- Added another route into Blue's Courtyard
// Felt it was to easy to hold this on red. I want this to be "free" space for blue, so it should be relativley easy to break
- Adjusted health+ammo

Third
- COMPLETE REDESIGN
// Tried to keep the original design in some form, but reworked to be easier to actually hold and such.

Last
- COMPLETE REDESIGN
// Didn't keep elements from the old version, it was way to cramped and un-last like. IDK if it feel more like a last, but it should play better imo.

Misc
- Compiled with BSPReveal
- Fixed Forward Spawn Visualizer
- Clipping Fixes
- Funny Sign
- Compiled with BSPReveal