This update brings significant changes to how the high ground is accessed for both teams, hopefully giving attackers an easier time using their roof.
High ground has been lowered by about 48hu to make spotting and fighting attackers from above slightly easier.
The pile of crates allowing any class to access the high ground has been lowered significantly; only jumpers and classes who have opted to use mobility enhancing loadouts will be able to reach the roofs from the point.
The entire stairway room has been redone, with access to the room pushed back to become a second option when going the left route. This requires the defending team to push even further in if they want to get onto the attacker's roof.
New indoor lighting and texture work on the highground building and the Hill, with specific RED and BLU theming.
A few minor adjustments allow easier movement up improvised prop ramps.
Mostly minor tweaks, with one major adjustment. A1 was received positively so little had to be changed.
Added clipping in a few places such as windows and props where it was needed.
The building covering the train on each side has been raised higher with a slight increase in detail to emphasize it's new clipping. As such, this roof is no longer accessible.
Detailing and contrasting textures added to help show that the shutter door outside spawn is not a detail.
The playable area outside spawn has been shrunk as there wasn't much reason for it to be accessible.
The support poles holding up the platform extensions on the Control Point were adjusted so they didn't interrupt movement.
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