Frostville

Frostville a14

First
- Change building into cliff
- Adjust flank

Second
- Adjusted some of the darker spots
- Added new ramp up to upper
// IDK why I removed this ramp it's nice.
- Added another forward spawn

Third
- Adjusted resupply cabinet for Red's Third Spawn/Blue's Fourth Spawn
- Remade everything before third
// oops

Third
- Closed up a window
// There was still a sightline into spawn. This window has no other purpose besides that so I'd say closing it up isn't a bad idea
- Fixed the kill trigger in the spawn room
The way I make maps, is that I need a lot of data on a problem before I want to fix it

First
- Adjusted fence and surrounding textures
//I made this look like a barracade that red put up, idk how well that will translate tho
- Made far right (from blu's perspective) entrance into a building
// The route is effectively unchanged but should make blu players using this route less visible

Second
- Widened Elbow
// Blu should be able to flood out of here

Third
- Opened up Lobby
// I felt this was too sectioned off. This should give various opportunities for rotations and make it more obvious that shutter is a place that exists
- Adjusted cover on platform
// People could shoot into and out of spawn from aps, very bad. I also wanted to adjust the stairs and stuff

Misc.
- Clipping fixes
First
- Reduced space in the first courtyard
// I thought this was to flat and boring, so bringing all the setpieces together makes it more interesting imo
- Widened doorways to Warehouse
- Widened ramp
// These changes are to make standing on cart less of a deathtrap
- Moved Resup Lockers in Spawn
- Closed up window
// Was barely used and was kind of cheesy

Second
- Closed up window again
// I just cannot decide if I want this window open or not.
- Adjusted RED's visibility to catwalk.
// I really liked this visual and thought it helped BLU a lot but it ended up helping RED more.

Third
- Closed a window
// I could not get this window to work for the life of me. it had to go.

Last
- Made the far flank a one way
// This makes this route more interesting, you can completely bypass the enemy team, BUT you are stuck in a corner and easy to clean up. I hate having more than one oneway so I'm either reworking fourth's oneway OR reworking IT on last.

Miscellaneous
- Fixed some missing patches
- Fixed a missing resupply closet
- Fixed some texture issues
- Adjusted Shadows
2nd
- Made ramp larger and added some ammo
- Adjusted forward spawn doors

3rd
- Adjusted cover in the courtyard
- Added a new route to the cart building

Miscellaneous

- Crate
- Overlay fixes
- Gave the points actual names
- Made fences visible from afar
- Added ammo to apartments on third
I was a little miffed that I didn't get to play frostville (something I haven't done in a while) however getting the map tested with players that likely have not played the map before was an eye opener for many things. Namely:
1. Second needs a lot of adjustment
2. The fourth choke sucks (big shocker)
I also got some conflicting feedback on the length of the map. I could definitley reduce it, just remove one of the points, but I feel this is more a consequence of how hard it is to break the second choke point.

This update contains mostly changes around 1st and second, and I'll be saving fourth changes for a later update.

First
- Enlargened + Reworked far right
// The fence and the crate were very awkward to navigate, and hopefully this house creates more dynamics around this area. More space towards the container may be necessary
- Added new corridor to far left of point
// Opens when A is capped. Leads to a balcony inside lobby. Might be a tad cramped...
- Removed door to second from hill
// Opened a shnasty sniper sightline. It led to Red having an advantage when that door opened
- Widened the far left (from blu's perspective)
// Felt kind of wierd without any "depth variation"
- Added door from pub spot to lobby
// Might be a little problematic sightline wise but imo its nice to have a transition here
- Removed health from the cubby
- Brightened leftmost spawndoor's area

Second
- Added some windows to lobby
- Added a balcony for blu
// Hopefully should aid in Blu pushing into here. I feel it might need some more adjusting, Red has the highground entering onto them (although this is how Vigil works as well so it might be fine).

Misc
- Clipping Fixes
see other patch notes
I'm still trying to think of a way to fix third. If it doesn't work this version then I think I'm gonna give up and remake third. Again.
I made some changes to the second courtyard because it felt awkward and sightliney to me. Lobby on second still needs some adjusting, it was held way to hard for my liking but idk how I can make it easier to clear.
Also, I adjusted the skybox to be more midday. I don't really like Granary's lighting.

Second
- Adjusted Structures in Courtyard
// Felt off to me. It should feel nicer this version
- Closed off lobby
// I forgot why I had those doors closed in the first place, it was because sniper

Third
- Reworked Upper
// Made it similar to granary. The goal for pushing third was to require teams to clear upper and to spam down onto the point/lowground. It could use some more work, but this should be nicer.
// If you couldn't tell, this third is also inspired by upward third. Of course, my point has the highground route like lunchbox on granary rather than clocks on upward so hopefully it plays nicer
First
- Unclipped fence
// Why did I do this again?
- Brightened up the area

Second
- Fixed Forward Spawns

Third
- Added new flank around Upper
// People thought another route was necessary and this was the best place to put it
- Removed Dropdown
// Was essentially useless and this makes the point more interesting imo
- Fixed forward spawn triggers being enabled at the beginning of round