Jeopardy

Jeopardy A12

-Removed path from BLU spawn to large ammo pack building near A, to make it easier for RED engineers to build a nest
-Extended pipe near B to exit front of B
-Added third staircase to B so BLU can attack from more angles
-Removed pipes under B
-Added small health pack in one of the train cars
-Increased A cap time from 20 to 25 seconds
-Raised displacement around B so BLU does not have to get wet in order to reach B (water is still high enough around the bottom of the bridge to avoid fall damage)
-Opened up the area in between the bridge and B
-Removed third floor from building between bridge and B except for the room with the large ammo pack (so BLU can build a teleporter there)
-Expanded outdoor area between A and BLU spawn
-Added connector from A right flank to main route
-Added second resupply for BLU closer to setup gates
-Removed part of wall near BLU's right flank to A
-There is now a second ramp from A to the bridge on the opposite side
-Grate textures can no longer be exploded through for real this time
-Added fence near above the exit of the pipe leading from mid to B, to prevent RED from spamming it from above too easily
-Railings around B are 8 hammer units higher
-Platform with crates above B has been replaced with a single shipping container non-blast jumping classes can't reach by jumping
-Added small platform near B for RED to build sentries
-Moved B to make the paths to it more straightforward
-Added platform near B to break up sightlines and allow BLU a better position to assault
-Reverted RED respawn time (they now respawn longer when A has not been capped)
-Extended building between A and B to prevent demomen from sticky jumping from B to A
-Added more routes out of B so BLU can retreat more easily
-Removed ramp behind B to RED spawn
-Added door giving access the upper floor to the route that gets closed off to RED when A is capped
-All grate textures have been clipped to prevent explosive damage from going through
-Removed sniper perch for RED at B
-Cut off cat walk near the dropdown right in front of B
-Added corridor near said dropdown so BLU can retreat without exposing themselves to sentries
-Added pipe system under B to help BLU avoid immediately being seen by RED when using the bigger dropdown
-Lowered dirt displacement under B around the catwalks so BLU can sneak underwater to get a better flank
-Lowered RED respawn time when A has not been capped yet (respawn time afterwards for RED is 1 second longer)
-Added small health pack behind B
-Main route from RED spawn to A is closed off after A is capped
-Removed catwalk over B
-Added wall behind B to make it easier for BLU to flank behind RED
-Extended ramps around A to go further into the water to make them easier to climb on
-Added dropdown and large ammo pack to building in front of A to help BLU maintain a forward push
-Players can no longer build underwater
-Removed doorway from the building facing A to cut down sightlines
-Added health kits
-Significantly reduced the size of the yard in front of BLU spawn
-Made bridge between A and B narrower
-Train cars on bridge now have functional doors
-Reduced A cap area size
-A is now on a spire with a flank beneath it
-Map is overall more streamlined so BLU is directed towards A
-Added ramp between A and bridge to get to A
-Building between A and BLU spawn is now fully player-clipped to the skybox because demomen couldn't behave
-Water is now shallow enough to see to the bottom
-Fixed some brushes with off-grid vertices
-Added connector from bridge directly to A
-Added window in front of one-way ramp in the building left of B
-Reduced width of left side hallway and added medium health kit in building between A and BLU spawn
-Removed right side dropdown in building between A and BLU spawn
-Removed catwalk at B that made it too easy for BLU to get high ground over RED
-Reduced height of bridge between A and B
-All water is now same height
-Added water path between A and B
-Reduced B cap time from 7 to 5
-Reduced size of right-side flank from BLU spawn to B