Highground

Highground a2a

  • Fixed missing player clips on team spawns
  • Added more clipping.
  • Added arrow sign for better navigating to flank route.
I was kinda sceptical about my initial layout from the start but i need to see it in action to determine what i want to do with it. And the playtest, i hope, show me right direction.

  • Adjust scale of the map to make it smaller.
  • Lower control point because initial idea of the layout was too hard to attack and defend and was just not fun.
  • Made various changes to capture point area for better walking and flanking
  • Place a wall in the office building so you cant easily flank your way to the enemy spawn. You still can do it but now you need to get outside of the building so it's now more difficult.
  • Made new bigger area outside of office building for people to navigate.
  • Place a wall inside control point building for better layout. Thinking maybe in later versions just to blocked it completely because people not really fight in there.
  • Made a roof for sniper spot to block some sightlines.
  • Add some textures and props for decoration.
  • Fixed the problem when announcer didnt announce when the point is unlocked for capture.