Raised respawn times (from wave time 3 to wave time 6) so that defenders aren't as overwhelmed
Lessened the time it takes to cap (slower than Alpha 6a, faster than B1)
Fixed some stuck spots behind trees
Fixed perch spots
Repositioned glowing signs to be larger and more readable
Fixed missing clipping on lots of beams
Added more spec cams around the map, being two for each team, and a neutral one at the finale
Disabled collision around various window frames to make them easier to jump in and out of
Adjusted height of middle platform so you won't take fall damage when walking off
Added a sheet of metal you can surf when walking off the sniping balcony to avoid fall damage (you could already avoid it if you were careful but this adds another avenue)
Fixed incorrect control point names
Updated the 3dsky
Mountains are higher resolution and use a rockier texture
Added distant mountains that cover the skybox seam
Fixed up some spots of detailing
Fixed offset spotlight entities
Added howling wind sounds and particles to the cliff
Temporarily replaced the rocket with a model that should be less buggy
Cliff faces around the map will push you more consistently
The saws no longer insta kill, but instead deal rapid high damage
This gives players a moment to correct their mistake, and not be as badly punished for being too close to the cart when it's taking a turn, while still having the funny highlight of being caught off guard
The cart now gibs you, which will zoom out your screen and show you that the cart killed you better
Extended each team's building out to have a new hut
This hut blocks sightlines, serves as a harder area to push the cart through, and repurposes some of the combat flow
The cliff now has a small ammo kit on each team's slope
Changed the cart to go down to the cliff and loop back up to your team's side with a rollback, and then finally cross back over near the enemy team's battlements at the very end
There is no more elevator, its now just a normal PLR finale for the time being
The cart will need to be held at the saw for an extended period of time like a capture point
Added a doorway with a wooden platform accessible from the finale that allows you to shoot down toward the cliff
The jump pad has been removed (sorry) and replaced with a full ammo cubby
Moved the rocket from the cliff to the finale
Removed big rock at mid, making for a much more straightforward access to the finale from mid
Overlooking windows were moved out and adjusted to be clearer and more obvious while nerfing some of their reach- they also now serve as a partial sentry nest overlooking the new finale
Fixed the wrong sawblade getting bloody when killing a player
Fixed some erroneous clipping
Closed some decorative windows and grates to help optimization
splattered some more bits of team coloring around
Added tons of fades to props -especially out of bounds ones- so that they don't draw if you're on the other side of the map
If this is your first time logging in after the migration (Feb 8, 2022), you must reset your password to log in. Follow this guide if you're having trouble