• Added a second door to Blu spawn again! very quirky one at that.
• You can also stand on Blu spawn's roof now.
• Added a pillar to blu spawn that might reduce headshots in spawn, but maybe that's a bad call.
• Added a quirky little wall on the first battlement as a place for blu engineers to maybe setup a tele immediately, should red lose it.
• Bit the bullet and extended the orange crane thing into a wall. Demos interested in jumping all the way from blu spawn to B still can do it, but you'll most certainly be in red's eyelines, and only barely manage to catch the edge of the cliff of B. Stopping you is from there on up to red. Also, you can still stand on the hook.
• Put some inconsistent earthy textures around, there was a plan but I kinda gave up after learning I need to use displacements to use most grass textures.
• Slightly extended the distance from A to B. Emphasis on slight.
• Fixed stray red spawnpoint.
• Made the red spawn door spawn faster and properly filter players.
• Fixed the underground door shutting and behaving as an usual 1-way door after players used it once.
• Modified Blu spawn times to be shorter in general and even shorter after Capping A. Don't ever complain about respawn times again.
• Red's respawn waves are also slightly shorter while holding A. (I feel like these should be really punishing?)
• Added a few lights to hopefully illuminate important dark corners.
• Added a few boxes in the big shed between A/B in case gameplay is more interesting.
• I found the patches decal so it should be a little easier to figure out where pickups are respawning.
Ahh sh it the door filter is not working actually