koth_terminal

koth_terminal B0

Gameplay:
- Added resupply van

Layout:
- N/A

Cosmetic:
- Extensively detailed RED and BLU underground sides (should be over 75% done detailing)
- Began above-ground spawn area detailing

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Gameplay:
- Added small health to "I.T."

Layout:
- Removed cardboard boxes (seeing if people miss getting onto the trains)
- Resituated spawn to opposite wall + added second spawn stairway
- Added third "mid" route from spawn to "I.T."
- Extended computer cab cover
- Moved map wall

Cosmetic:
- Added fourth (back) wall to spawn
Gameplay:
- Shortened cap time from 8s to 6s (hopefully to prevent excessive cap hold)
- Removed 1 resupply cabinet
- Added blockbullet in gap between trains
- Added nobuild to spawns and on benches, computer desks, and vent entries
- Removed small ammo from maintenance room beside point
- Moved medium health from observation room above point to drop-down vent exit
- Swapped medium ammo in observation room for full ammo
- Swapped medium health near point for medium ammo

Layout:
- Extended spawn exit and split into 2 doorways
- Added cardboard boxes beside trains (now that the vents are redesigned, there'd be no non-mobility way of getting on top of them - hopefully won't cause chaos/spam)
- Removed central support beam beside point (it provided a bit of cover, but I think it was negligible, and just got in the way)
- Removed vent exits/routes and replaced with vent drop-down (with medium health) into maintenance room beside point
- Expanded left route intersection (hopefully to avoid congestion and add a combat space/building area/resting area)

Cosmetic:
- Marked cap area with tape
- Made train barrier door beside point grated (to prevent hiding behind it)
- Added window from spawn to control point (ooooo!)
- Added 2 other ground-level walls around spawn
Fixed asset packaging