Highwood b17

My entry for the most bureaucratic contest I have ever seen, the Payload Checklist Contest

  1. a14

    Asd417
    Fixed collision.
    Fixed cart dispenser.
    Fixed cart speed after point B.
    Added Cart explosion kill trigger.
    Brightened ambient light.
  2. a13

    Asd417
    Made last point bigger with some covers.
    Sneeuw thanked this.
  3. a12

    Asd417
    No more invisible walls that I accidentally placed.
  4. a11

    Asd417
    um...

    Changes.
    A lot.

    Does anybody actually read this? Like not just passing by but specifically reading this?
  5. a10

    Asd417
    Added a gate after point B. The gate will open 15 seconds after capturing point B.
    Added additional spawn point for Red around point B.
    Blocked sniper sightline looking straight through the tunnel before point B.
    After capturing point A, blue's respawn wave time is now 3 seconds.
  6. a9

    Asd417
    Added another path for blue after point A is capped.
    Blocked one sightline.
  7. a8

    Asd417
    Removed rollback zone at the final.
    Lighting changes.
  8. a7

    Asd417
    Increased the size of the doorway out of cave.
    Moved point B a little.
    Added trigger_push on top of the sightline barrier
    Edited skybox brush layouts to prepare for OOB details.
    Trees
  9. a6

    Asd417
    Changed Red first respawn layout
  10. a5

    Asd417
    Made the exit of red's forward spawn more intuitive.
    Fixed payload logic
    Fixed oneway door not staying open before point A is captured.