Finally, the map isn't compiled using fast vis. I just wasn't used to compiling taking more than 5 minutes.
Still, I optimized the heck out of the vis, many things are func_detail.
There have been changes beyond this :
- Building at the beginning has been changed and streamlined. (Picture 1)
- Made some edits to the building that enters A
- The wall was shortened
- RED building leading to A now only has a small ammo
- BLU second spawn has a nobuild that turns off after capping the point (Picture 2)
- this is more of a band-aid fix to counter engineer than an actual fix
- A now has more room and the road leading to it goes to its height level rather than having a separate ramp (Picture 2)
- You can also go between the decor and the fence (very important)
Known issues :
- Particles are still missing, because I suck
- Particles for the ignite at red spawn still are not fixed
I plan to change that.
Planned changes :
- Giving B more room to move around
- Editing Blu second spawn
- Adding a new flank to help counter engineers at A
- Editing the rollout of RED to A to feel better