Gavle

Multi Stage Gavle B4

Changelog:
Added 2 seconds to the capture time of Stage 1 Cap B.
New burnt version of the Gavlebocken is in place for the finale sequence. Particle effect is still WIP!
Further detailing around the map, especially Blu's first spawn
A ton more bug/ visual fixes (thanks everyone!)
Optimization
Some other stuff I dunno, I'm tired
Changelog:
Fixed a whole pile of visual bugs, clipping issues, exploits and other various jankery (Thanks Midnite, Sono, Casapillar, and everyone else who provided feedback with this latest update!)
Did a significant lighting pass to the whole map, refining things a bit more
Modified the Gavlebocken prop a bit, preparing it for the finale sequence
Some further detailing
Changelog:
It's pretty now
Changelog:
Adjusted spawn timers and health/ ammo placement
Tweaked some cover in a few places, especially on last.
Changelog:
Fixed the broken dynamic doors on second stage
Fixed a few small bugs/ sightlines on the map
Changelog:
Fixed broken spawn visualizers that stopped working between versions for some reason?
I literally changed nothing about them, lol.
Changelog:
Redid the back flank area behind the first cap of the second stage, opening it up and simplifying it much more
Widened path leading to the building that houses the first cap of stage 2 (part of the above changes)
Added some slight high ground on last of stage 2, favoring red, on the water side.
Removed some of the cover on last of stage 2, opening it up a bit more.
Added new rotation path to retreat from the back flank going into last on stage 1 featuring VENT GAMEPLAY, dropping down into the "main" path going into the last area
Fixed a number of small bugs
Finally remembered to patch up the displacement seam I've been forgetting about every update
Changelog:
Merged the two halves of the map into one multistage map, with proper vscript HUD switching between rounds
A5a:
Fixed Red's spawn timer after A, which I broke with the previous update
Added ramp coming out of Red spawn onto B, and new doorway leading into the capture zone, this should help make it harder to push into Red spawn for Blu, and direct them up towards the point faster.
Fixed the displacement seam I forgot for 2 updates
Changelog:
Added custom team colored flat dev textures to help new players know where to go/ which territory generally belongs to which team
Adjusted cover around last to benefit defense more
Removed clipping over roof covering the flank route exit on second
Slightly adjusted cap times lower (this seems to be a trend)
Slightly reduced Red's spawn time after first capture
Tweaked some small geometry things to improve map flow