Holdout (A/D)

Holdout (A/D) rc1d

Version rc1d:

Minor
  • Point C now has a protective screen at the back beside the consoles (more defensible)
  • Added a balcony on the A and B side of the Inner upper room between the points on the attacker side
  • Raised the clip ceiling by 128u
  • Made a window beside Red near A route one way (goes up to the upper control room)

Courtesy of Fishbus.
Version rc1c:

Minor
  • Attacker vent to B now has a balcony overlooking the point.
  • Fixed multiple clipping issues

Courtesy of Fishbus.
Version rc1b:

Minor
  • Red have -1s less spawn on A + B, but +1s when only A or B is left.
  • Blus spawn times reduces by -1s stacking per point.
  • Added spawn time protection, if you die in spawn, your spawn in 5s instead of the map spawn time.
  • New vent route on A control room corridor into C.
  • Upgraded a couple of ammo packs from medium -> large
  • Added some better clipping to some edges that caused me to fall into the water.
  • Removed Red biased cover on B
  • Basketball is still outlawed.

Courtesy of Fishbus.
Holdout Version rc1:

Minor
  • Added some mild cover on the A point itself.
  • Ledge on water at point A can now be traversed between the point and the Red spawn area.
  • Moved cover at B balcony for red spawn to allow them to use the building pillar for cover.
  • Area between A + B on the attackers side has a little more balcony to help hold the hallways to A.
  • Point C has some ledges to block spamming from the high area down on the entrances, but now can be walked on as well.
  • Blu spawn now has a little more cover for buildings.
  • Do not attempt to play basketball.

Courtesy of Fishbus.
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.