Inn

Inn A3c

  • Detail sprites work now (oops)
  • A lot of changes to A, like a lot.
  • Small changes I'm to lazy to list
Additional comment: This will maybe make it easier for red to defend A. Idk honestly. I'm only now coming back from school stuff to work on this. Will probably see more major changes in A4.
  • Moved the red forward spawn to stop people from going to C instead of A
  • Very small changes and fixes
  • Added Cover at C
  • Added collision on railings (again) (apparently people WANT the railings to have collision)
  • Added a window at A
  • Changed fences at A
  • Added a bridge to A in the building so that BLU has more routes
  • Moved health packs
  • Added props
  • Added resupply cabinets cause I forgot lmao
  • Other minor additions
  • Changed Health packs
  • Changed the height of the fences at C
  • Small Texture Additions
  • Window at B moved slightly
  • Added a plank to walk on to B near the one-way door.
  • Increased Setup Time for Red
  • Fully Remade BLU’s Spawn
  • Added more props around the map
  • Changed the fence at A
  • Overall Lighting Improvement
  • Added overlays on parts of the map
Additional comment: OK, BLU’s spawn is remade so they should take more different routes every spawnwave instead of taking the upper left one like they seemed to only do in the latest playtests. The spawn is now closer to A which means it takes less time for BLU to take the different routes. The spawn is a bit flat, I might change a few aspects in the next version, but right now. It’s just to test if a more neutral spawn makes for more interesting gameplay.
  • Added Props
  • Extended Red Spawn for more room
  • Extended B flank platform
  • Fixed unnecessary clipping
  • Added signs
  • Fixed a backward door(?)
  • Extended a building near C to stop cheeky snipers
  • Made railings at C nonsolid
  • Sent repairmen to the door at A
  • Removed unnecessary props
Additional comment: Yeah I definitely gotta make the BLU spawn area smaller. It's clearly too big. Expect to test a remade spawn by the time A3 or A4 release.
Testing on A2 failed because the timers broke. It should be fixed now. Re-testing to get some actual gameplay feedback.
  • Moved some fences at B
  • Added health at the B flank
  • Fixed minor bugs/exploits
  • Window at B is now slightly open so BLU can stop RED from just camping at the point
  • Moved C a little further from RED spawn
  • Reduced C cap time
  • Minor Soundscape fixes
  • Made it a bit clearer you can stand on the roof at B
  • Clipped stairs & such
  • Changed Skybox
  • Added Trees to C
  • Fixed Displacements
  • Added & moved kits around the map
  • Added a flank route to B so it's not as easy to hold for RED
  • Changed some health- & ammo kits at B to make it a bit harder for red just to hold the cubby
  • Made the bridge solid so it's easier for BLU to push and surprise blue
  • Made a houses at C to cover up the sightline (hopefully, this won't be too much in RED's favor)
  • Added props near BLU's flank to C
  • Added signs for control points
  • Lighting adjustments
  • Made the building near B a bit taller
  • Added a forward spawn
  • Adjusted Respawn Times
  • Removed all leftover spawn points previously for scale (I promise I'll start using models now)
  • Extended RED's respawn space
  • Heavy Dance.
Additional comment: I'm not sure if the space between the building connecting BLU spawn and A is too big. I might remake the entire spawn If it still feels too long to get to the point for BLU with the new respawn wave times