Goldwood

Goldwood a9b

Fixed some clipping issues around the map, a double-stacked small healthkit, and a few visual improvements with minor gameplay effects.
General:
Added a system for giving less time the more time is already on the clock,
0-3 minutes, a capture adds 5 minutes
3-6 minutes, a capture adds 2 minutes
6+ minutes, a capture adds 1 minute

Last:
Pushed spawn doors back and resupply cabinets forward, and segmented the room to protect spawn points.
Tweaked cover coming out of spawn doors.
Removed unused rightmost underground route.
Tweaked lobby and the exit towards last to hopefully make the area much nicer to be in and for defenders to push back out through.
Changed the steps from underground to lobby into a jump pad to help make room.

Second:
Changed the flatbed with a box on it into a ramp of spilled logs, letting all classes now get up onto the boxcar.
Added a small health kit between the two lowground entrances.
Made the ceiling and the doorway towards 2nd of the boiler room larger.

Mid:
Smoothed out the ground on the lowground to make it easier to walk around.
Throwing out some tweaks to last primarily with this update, Opened up the courtyard quite a bit, shrunk the building in the middle and connected it to the shack, which you can now enter.
Changed a couple ramps to be more diagonal to make them easier to use, and removed the platform from the highground side over the lowground towards last.

Tweaked route into last's highground, moving the doorway, adding some more elevated ground around the traincar, and adding a half wall to block some sniper sightlines through the doorway.

Expanded the cap zone at mid out to the sides just a little bit to allow cappers to use more of the structure's cover.
Changed smalls at last to mediums, and added another in the left tunnel flank.
Fixed some clipping issues
Increased 2nd cap time from 5s to 6s
Decreased mid cap time from 10s to 8s
Adjusted forward 2s to point you forwards
Tweaked a platform by 2nd to prevent players from going underneath
Bwomp, It's been so long I've forgotten what the changes are, for the most part.

2nd forwards are now below the roof instead of above it.
tweaked last, lowering the platform it's on.
various small bug fixes and tweaks.
Will write later.
I forgot to unhide a point trigger lmao
Mid:
Tweaked mid point's structure, No longer a roof, more open.
Extended and connected the concrete between the point and the houses on the high ground to prevent falldamage from forward spawn.
Cap time from 11s > 10s

Second:
Closed off second story of lower building;
Removed plank to the windows.
Lower half of that building is still accessible, but different.

Added a wood structure at the base of the awkward displacement ramp to make it easier to walk up.
Moved container forward spawns back into the gate.
Placed more cover for defenders to work with where it used to be.
Closed up lower route that winded around behind the point.
Cap time from 6s > 5s

Last:
Added more cover to the point.
Closed up the low ground leading under the building entirely.
Marked the capture zone more clearly; slightly increased cap zone radius.
Cap time from 3s > 4s
Mid:
Added a little building onto the point, providing more solid cover instead of fences & rocks.
Extended the highground houses more into the area and shifted the front facing doorway to the side to hopefully help players enter the area more easily.
Added a rock to the side exit to the aforementioned houses to give them a tad more cover.
Placed a chickenwire fence inside the house to block a sightline.


Second:
Added a plank from the window room in the boiler building connecting to the back entrance to the depot.
Re-added the window on the far side of the point, kept the doorway the point is in the same width.
Fixed the broken doors on the red container forward spawn, whoops...
Deleted the closing door in the cellar room.

Last:
Shifted the shutter leading from the depot to last further towards last, onto a small extension with an open side.
Added a fence on the far highground facing towards the pit.
Placed a shack on the far side of last, extending off the concrete patio out of defender's right spawn.
Mid:
Changed the map to rotational symmetry instead of mirrored symmetry, drastically changing how mid works.
Sloped down the highground into the lowground a lot more, hopefully helping to make the lowground easier to use and less disadvantageous.
Full healthkit has been changed to a medium, the medium ammo pack by the point has been changed into two smalls on both sides.
Two smalls above the point have been removed.
Elevated the platform the point is on just a tad.
Had to relocate forward spawns at mid since the area they were in before doesn't exist anymore, they are no longer one spawn and are on top of a dropdown by the saltbox roofed shack.
The deck on the other side of the bridge has been replaced with just a ramp, the platform/ledge above it is still accessable via a propjump to the rock.


Second:
Gave it a similar treatment to mid merging highground and lowground.
Shuffled around three sets of healthkits to be much more in the open.
Removed the high window by the point, widened the doorway instead.
Extended the point area slightly, made the platform larger with more ramps to just walk up to it.
Added a small health & ammo in the room above boiler room.
Extended the platform behind the shack and added another ramp to make it easier to climb up.
The cellar leading to last now has a door that's closed until last is being attacked.


Last:
Drastically lowered the point, stump & surrounding platforms, removing the area underneath it but making it much easier to access.
Removed the ramp up out of the lowground, Propclimbing is still possible.
Pushed the right spawn exit (defender's perspective) into the building around the corner to not now open looking directly at the point.