koth_spillway

koth_spillway rc3a

changelog:
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- added small health and medium ammo in ground floor routes to mid
this should let each team have more of a foothold on the ground floor by the point.
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- removed shipping containers
- added ramp in team bases to connect raised lower area with upper area
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- adjusted balcony access
- fixed massive sightline into team battlements from mid
oops
- fixed sightline from outside to mid balconies
- fixed railing misalignment

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changelog:

- put sewer health kits back up to medium
turns out they're far enough away from the new small health kits that it's not a problem
- removed hydro barriers from control point and doubled size of side ramps
the control point felt cluttered. i worry that if the point isn't a safer place to hold because of this, teams will push into team bases. we'll see how this change goes.
- adjusted signage
- made back wall of sewer stairwells white
these two changes should make more players notice the lower route.

not as much feedback this time around. maybe the layout's getting closer to final?
changelog:

- pushed spawn rooms back
- added small health kits to area beneath mid
- changed sewer health kits to small (from medium)
- improved lighting in area beneath mid

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changelog:

- removed cover from atop turbines
this was a holdover from when the control point was lower, and was in the way more than anything. this change should make the turbines more of an active part of gameplay rather than just an obstacle.
- added small ramp up to point sides next to turbines
- blocked a few longer sightlines

i also spent several hours trying to fix the funky rendering in the water at the bottom of the dam, to no avail. i hope you appreciate that

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changelog:

- unfucked balconies
- fixed visual artefacting in skybox water (hopefully)
PVS issue. switched skybox water to hydro_cheap, which should fix it because it doesn't use the water shader. ty tumbolisu!
- added route from sewers back up into team bases
now that the sewers and control point are no longer directly adjacent, a way back up into the team bases might not cause spawncamping as they did before.
- added window to exterior dropdown
- increased workplace safety around dam side
- adjusted capture zone volume to prevent players capturing the point whilst standing on the turbines
- improved sewer tunnels

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they did surgery on a map

they did surgery on a map

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changelog

- added cover midway on outside overhang
- added cover to middle ground base doorways
- added cover to middle ground interior overhang

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changelog:

- lowered capture time to 5s (was 6)
- reconnected outside overhang and added similar catwalk inside
blast class mobility caused massive class power imbalance. fuck it, let's see how this plays.
- gave the point some cover from mid
- reverted middle health kit to medium (was full)
i should stop listening when people tell me to make health kits bigger, that was terrible
- changed battlements health kits to small (were medium)
this should make it harder to spawncamp, as well as make higher ground a bit weaker in general.
- removed sewer stairs extension up to battlements

please stop asking me to put the sewer stairs back in how many 'no entry' signs do i have to put up

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changelog:

- changed outside health kit to full (from medium)
- slightly widened large ramps up to battlements
- clipped mid ceiling to stop demos and soldiers smacking their heads off the support beams
- fixed skybox cliff material
- made turbines less soul-crushingly bland, boring and grey ;)

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changelog:

- extended sewer stairs to also reach upper floor
- adjusted cover outside to offer more protection from snipers
- brightened walls in popular sniping spots to make snipers easier to see at a glance
- replaced mercenary park forklift with rexy's forklift
- blocked a sneaky spot beneath stairs in sewers
- teleporters can no longer be built underwater
water surfaces are opaque at extreme angles, making teleporters completely invisible even halfway across the room. can't find a workaround.
- sewer water now extinguishes players

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