Holdout (A/D)

Holdout (A/D) b5f

Version b5f:

Minor
  • Increased Blu spawn by +1s on points A & B only
  • A little more small ammo around B.
  • Fixed some clipping issues.
  • A pit returns back at C
  • Broke out window at C on red side.
  • Made a slightly more Attacker bias to the entryway at the front of C by turning the stairs to the area into a raised lift platform.
  • Removed easy jump access for Red to get into the higher control room at C by removing consoles and replacing with barrels.

Courtesy of Fishbus.
Version b5e:

Minor
  • Added a defensive screen on C for red beside the lower consoles.
  • Closed B vent for Blu and increased the defensiveness of that vent space to hold that area, biased to blu.
  • Addressed a few sight-lines for attackers on C, and defenders on B.
  • Tweaked and updated visuals, with improvements and colour changes to some water elements to fit the dark better.
  • Additional detailing.

Courtesy of Fishbus.
Version b5d:

Minor
  • Point A capture area is slightly larger.
  • Point A & B take a little faster to cap (-5s)
  • Blocked vision off A from red spawn area with a wall, added awning out of A exit to avoid camping and bombing at their exit. But makes it a little more difficult for Red to know whats going on at A.
  • Gave C a little more defensive bias with some consoles.
  • Sprinkled a some more small ammo packs around.

Courtesy of Fishbus.
Version b5c:

Minor
  • Better spawn door to C from Reds A & C spawn.
  • Some small tweaks to ammo placement.
  • New vent exit to A for Blu.
  • Adjusted doorway exiting to A from the Blu flank building.
  • Addressed some lines of sight
  • Opened up approach to A from Blu's side

Courtesy as always by Fishbus.
Version b5b:

Minor
  • Tweaks to cover around point C
  • Fixed some lighting issues
  • Fixed issue with Blu spawn side door opening as a setup gate.

Courtesy as always goes to Fishbus.
Version b5:

Major
- Updated C to be a more open, but still continue to be defensible for Red

Minor
  • Point A takes longer to cap (+5s)
  • Added Sticky and Rocket protection to Red spawns
  • Updated some health and ammo sizes and locations.
  • Made some one ways more one-wayer.
  • Fixed some bugs

Courtesy as always from Fishbus.
Version b4:

Major
  • Reworked C into a more isolated hydro plant control room.
  • Art'd up temp pits into a more thematic water channel access hatch.
  • Area between A and B from the Red side is now a lobby area to C.
  • Connected the stairs to the upper room at the back of A+B to the ground floor as well to the new lobby area.
  • Some new vent areas to continue the route to C

Minor
  • Made Reds spawn to A a little more protected by using a small drop down.
  • changes to some ammo pack locations
  • Adjusted cover on point B
  • Some minor trimp spots added
  • Added vent from Blu spawn area to B ledge inside the building to give a better foothold to Blu when needed.
  • Increased Red spawn time at C now to accommodate the extra space and distance Blu now has to cover. (~1024u)

As per the usualest of usual, courtesy of Fishbus.
Version b3:

Major
  • Increased size of C by moving the point back,
  • Opened up the reservoir area at A
  • Made vent ledge at B a 'one way' drop for defenders

Minor
  • Small health/ammo movement and tweaks around C
  • Increased C cap time from 12s to 15s
  • Red spawn time at C is now 6s (was 8s)
  • Finished proper clipping pass on railings (correct collider settings too)
  • Added spectator camera points.

Courtesy as always to Fishbus.
Version b2c:

Major
  • Adjusted final point C to work better for Red from their side.
  • Routes for Blu to A and B have more bias towards them using drop downs and ledges

Minor
  • Some more fences and blockers around A, B and C
  • Some minor health and ammo point tweaks
  • Red spawn time changes don't apply for 10s after a point is lost.
  • Additional spawn accoutrements for Red

Update as always is courtesy of Fishbus.
Version b2b:

Minor
  • Updated some geometry to better telegraph if it is accessible or not.
  • Updated Red spawns to only use the A or B side depending on which one is left.
  • Updated spawn times so it isn't as harsh on Red as Blu progresses
  • Added ammo to point C

Courtesy as always of Fishbus.