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Replaced dev textures because they were distracting testers; textures FPO
Lowered some of the side walls to brighten routes
Changed signs pointing to cp6 from decals to models which only enable after cp5 is captured; this fixes confusing signs outside of reds first spawn
Reduced height of cliffs outside of blues spawn/reduced size of hill to top of cliff
lowered building outcropping to make it easier to rocket jump off of
adjusted clips on rock by blues forward spawn to better reflect its position
widened peaking hallways in blue spawn
added door to the back of the flank to prevent players from entering and reaching a dead end before cp5 is captured
Moved info_observer_point on cp6
Fixed cones disappearing
Fixed draw distance on a ledge prop
Added audio cue that blues spawn is moving forward
Moved the silo on cp6 back slightly
Added third door for red to leave their spawn on cp6
Lowered the stairs at the begining of the route between cp5 and 6. Changed the shape so that there are two staircases, one on each side of the small balcony.
Moved some rocks on the cliffs on cp5 so that rocket jumping soldiers have some cover to sit on
Raised the height of the L shaped ledge on the first corner between cp5 and cp6.
Moved health kit on the cliff opposite the silo back to blue's side of the wall. Changed to small health kit.
Changed silo on cp6; the door is now ground level and faces the point more directly
Changed the tunnel flank on cp6 - the flank now connects to health kit building opposite the silo. This keeps the teams from both gaining access to the others second spawn as easily
The tunnel favors the attackers, as a spiral staircase near them will give them the high ground. Ideally it will be used as a safe way to retreat, by going into the trench and then escaping through the flank
Red can still make the risky move to go through the tunnel, but they won't be as far behind enemy lines as before
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