GreenWood

GreenWood b5

● New finally animation (Made By KrazyZark)
● Continued detailing (Some detail tweaks by KrazyZark)
● New menu photos
● Changed Red RespawnWaveTime from 10 to 9 on A
● Changed Blu RespawnWaveTime from 4 to 3 on C
● Changed Red RespawnWaveTime from 6 to 7 on C
● Decreased cover at reds A highground
● Decreased the size of the explosion trigger on the train
● Various pickup changes
● Added cover at A blu highground and middle building exit to reduce the visibility from the highgroud
● Optimization
● Clipping improvements
● Improved lighting
● Visual fixes
● Continued detailling
● Changed time from 270 to 300 on A
● Removed forcerespawn for red wheen blu caps A
● Changed time added from 240 to 270 seconds wheen blu caps A
● Changed blu RespawnWaveTime from 3 to 2 on B
● Changed blu RespawnWaveTime from 3 to 4 on C
● Changed red RespawnWaveTime from 8 to 6 on C
● Some pickup changes
● Added a door that opens after B is capped in the on-way blu route to B
● Changed B red highground a bit
● Fixed a sightline into blu spawn from the window
● Added nobuild on top of a clip so buildings dont look like they are floating
● Added a sightline blocker at last
● Disabled shadows on train gate props
● Improved movement in reds last spawn
● Added windows near one of the doors at reds last spawn
● Made it easier to jump on to the train at blu Last spawn
● Added hazar strips at C near track that slows down the cart
● Fixed payload light
● Fixed sprites not disableing on new round
● Added a light at last to impove visibility
● Spec cameras now enable/disable depending on the point capped
● Clipping fixes
● Improved lighting
● Optimization
● Visual fixes
● Other small changes
● Detailed more
● Replaced temporary grate texture train doors with custom model gates
● Replaced arrows with flashing lights when the train arrives at blu final forward spawn
● Fixed train gate rotation points
● Some pickup changes
● Removed a arrow at C
● Fixed fade distances on a few props
● Added a safety net between red high ground and the u-turn bridge at last
● Logic fixes
● Clipping fixes
● Visual fixes
● Lots of other changes
● Detailed more
● Added a proper 3dsky
● Added a sign out of spawn for red at B
● Added a door out of red A spawn that block off a route to B (Opens after A is capped)
● Added a small health pickup at A blu "stairs" flank
● Removed a route at D that no one used
● Small pickup changes
● Added push triggers to the top of the trees
● Fixed clipping issues
● Fixed gaps in the payload track
● Resupply signs and visualizers now show if the spawn is active or disabled
● Visual fixes
● Some optimization
● Improved lighting through out the whole map
● Various visual fixes
● Began map wide art pass
● Moved forward the one way door at B
● Other small gameplay changes
● Many other changes that i forgot to write down :p
● Changed area near red final spawn to be in favor for red side to minimize spawn camping
● Remade the flank area for blu near A point
● Quite a lot of detailing. Slowly adding stuff to the 3dsky. Also thanks to Rhamkin for helping out
● Probably other changes i forgot to write down
Made reds walkway at last easier to traverse. Also added cover
Converted the blu flank window to a door for easier exit and use at B
Added a one-way door to blu flank to red highground at B
Removed the second ammo pick up at reds B highground
You can now prop jump to the A highground
Converted another prop jump to a ramp near A blu spawn high ground
Detailed a bit. Also some detailing by Rhamkin
Other Small Changes
-Added window cover ups that close after C is capped so Red cant flank Blu
-Fixed floating sign next to A building
-Fixed the train kill hitbox
-Replaced a prop jump to a ramp near A blu spawn highground
-Replaced a tree that blocked vision to a lamp post near Red second Spawn
-Clipped off beam at final to make rocket/sticky jumping easier
-Other small changes/fixes
Removed a train model at last. Ops!