My entry for the most bureaucratic contest I have ever seen, the Payload Checklist Contest
Made a fence in red spawn solid
Added a piece of rail in the cave
Changed a cover between point A and B from rock to wooden fence.
Post-judge feedback version for RGL 6s testing.
Adjusted ambient light
Fixed env_sprites that were misplaced.
Fixed numerous clipping issues.
-Gave the chimney purpose
-Changed skybox brush arrangement to increase performance
-Added fade distance for a lot of props to increase performance
Added a small health kit in the hut above the cave. This should help blue push through point B just a little bit more.
Added clip brushes to smooth collision.
Increased delay between owl soundsin soundscape Grove.Outside (obviously the most important change in this version)
Fixed one way doors being openable from both sides
Packed Nax file (for those who might want to play with bots)
Fixed texture alignment of skycards (so they dont have this annoying faint line at the top)
Added door near point A. This should give both red and blue players more choice when defending or attacking point A.
Brightened up a lot of dark corners
Updated 3d skybox
I dont remember the changes but mostly aesthetics.
Capturing B now gives blue 3 minutes instead of 4 minutes
Capturing C now gives blue 2 minutes instead of 3 minutes
Fixed visible nodraw
Separate names with a comma.