Kelvin

Kelvin A6

Control Point A:
-adjusted spawn time for BLU team from 3 to 4 seconds
-fixed players getting stuck on the crane container
-fixed a slightly floating rock

Control Point B:
-tweaked some displacements
-adjusted spawn time for RED team to 10 seconds
-removed the forwarded spawn on BLU, now after capturing point A, BLU will still spawn in the same spot
-added a slide door to one of the houses

Control Point C:
-moved the capture point further down
-changed the area between old C and D into the main fighting ground over C
-the payload now turns right after passing the icy overpass into a rollback ramp
-relocated the BLU spawn into a hopefully more fitting place
-relocated RED spawn into a different location

Control Point D:
-completely remade the whole point (yes, again), now you fight in a submarine hangar

Overall:
-turned all the stair clipping into blockbullets
Control Point A:
-made the barbwire hurt trigger smaller
-removed the RED one way door
-removed the glass walls in favor of a more open area and a high ground BLU can now push into
-added two new buildings RED can now hold the point in
-changed position of some crates slightly
-changed the large ammo near the truck into a medium one instead
-added health and ammo pickups in the window building
-all three windows in the windows building now have glass, blocking snipers
-added a wall light to improve visibility

Control Point B:
-moved RED spawn points to the left more
-added BLU arrow to point them in the right direction
-remade B into an open area, have fun >_<

Control Point C:
-made a small adjustment in geometry near the ice bridge

Control Point D:
-made the medium health near the deathpit more visible
-made the wall on a sentry spot taller so to remove an unfair advantage spot for RED
-turned an uphill section into a rollback zone near RED spawn
Control Point A:
-made it so you're now able to stand on one the roof of the container house
-gave BLU more varied exits out of spawn, including an all new highground area
-remade the BLU setup spawn
-remade the stairway leading into the facility into a 1way building for snipers and general flanking

Control Point B:
-changed the RED spawn shape and slightly adjusted it's location
-removed a short route for BLU to go on the overpass
-the stairs on overpass now don't lead BLU directly into RED spawn
-removed a window so that people don't get confused that they can shoot through it
-removed a one way ramp for BLU for experimental reasons
-tweaked around with scaling in an attempt to make the area feel more open

Control Point C:
-changed the entire area outside of RED spawn making it more open


Control Point D:
-reworked the entire thing (too much stuff to list down)

And more stuff I forgot to list here :)
Control Point A:
-remade most of the setup area due to gameplay being too chaotic and spaced out
-shifted the capture point forward into the next room

Control Point B:
-revamped most of the B main hall
-lowered the overpass
-removed the catwalk
-added a new side route to get to B hall

Control Point C:
-revamped the bridge area into a chokepoint with a rollback zone
-moved the C capture point back into the connector hall
-moved RED spawn forward
-added doors that open after C is captured
-added missing resupply lockers in BLU spawn (i forgor in a2)

Control Point D:
-removed the roof on the cylinder, opening it up and making the area feel less closed in
-added a one way window for red to battle spawncamping
-tweaked the RED spawn so that spawn points aren't so forward no more
-you can now fit in the small open window and walk through

Overall:
-played around with some pickups placements
-adjusted added time on capture
-remade some geometry for the future
Control Point A:
-control point A is now located in the facility entrance
-shifted the cart route direction so that it goes directly into the facility instead of going on the bridge, shortening the cart route length
-RED now spawn near control point B, increasing their time to get to A
-added a flank on the right of facility entrance to enable BLU to push from more directions
-made the bridge shorter in length
-removed the bridge side tunnel
-moved the crane holding the container outside playable space and made it bigger
-added hurt triggers on barb wire fences
-replaced large stairs entering into facility with glass walls, removing a sightline

Control Point B:
-control point B is now located under the overpass
-removed the aquarium and replaced it with a ramp that goes up to the highground
-made changes to the area under the overpass
-changed the lights under the overpass into a cold blue hue
-on RED B spawn added a sign that points towards where to go, to hide the confusion (the sign hides itself after B is capped)
-removed small health packs from catwalk
-moved the BLU spawn after capping B under the overpass
-added some crates to hinder snipers

Control Point C:
-added a sign that pops up outside BLU spawn after they capture C to remove confusion as to where to go

Control Point D:
-fixed displacement seam in underpass flank

Overall:
-shifted placements of some pickups
-changed sizes of some pickups
-added some pickups