koth_tiftidlava2

koth_tiftidlava2 _a3e

-Removed pumpkin bombs
-They weren't bad in theory but they were too commonly used against attackers instead of by them

-Added a new island in the large lava lake that'll allow snipers to contest enemies who are camping in a specific corner of the point area

-Reoriented a fence that formerly made attacker rotates much longer and less obvious than they should be
-You no longer take falling damage when landing on the lava

-The control point is now larger, as is the main doorway leading into it
-This should help keep players safe from explosives, especially explosives fired from the balconies above the point
-It's now a little easier to approach this doorway from multiple angles by using the dividing wall between it and the former full health kit

-A ramp leading up to the control point has been flattened in order to create a sniper sightline so snipers have at least something to do on this map
-The platforms the snipers should be standing on to do this have received new cover and more health/ammo to make snipers more safe as they try to use them
-The cover also lets players land on the platform without taking fall damage, if they're precise with their lava jump

-Weakened the health leading up to the control point because the team who owns the point was using it to forward-hold a little too effectively
-Reverted back to A3B as it was much more fun than A4
-Made the point area larger but also added THE HELL WELL in the middle to make it easier to outplay sentries

-Upgraded the ammo on the sentry balcony from medium to full

-Fixed an issue where not all signs on the point would change depending on which team owns it

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-Redesigned the point area, AGAIN
-This time it has a focus on being more open to move around in and giving greater advantage to players who use the lava

-Mild redesign of the routes leading up to the point, I think I made them worse but we'll see

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-Fixed? an issue where players who took lethal damage from the lava would become superspeedy superhumans upon respawning

-Fixed the asymmetry of BLU just not having a route that RED had

-Fixed the signs on the control point building changing to red when RED lost all their capture progress instead of when they captured

-Added a sentry balcony above the entrance to the control point which acts as a nice place to build if you want to prevent the enemy team pushing into your lobby area

-You can no longer capture the control point from outside the point building as it would lead to toxic situations where a teammate would sit in a safe corner and have an engineer build a sentry that prevented the enemy team from reaching and killing the teammate

-Increased shadow quality on some surfaces

-Minor detailing in the battlements
-Fixed an unfortunate issue where there was a set of RED spawns overlaid over BLU's spawn points
-Redesigned the point area, AGAIN
-This design focuses on giving lava-users powerful highground, but making it counterable if your team can gain control of the side of the point area that lets you hide out safely under the enemy highground platform.

-Slightly adjusted the pre-point lobby to make rotate times faster for attackers

-Fixed a bug where some triggers intended to push you away from the skybox would instead pull you into it, allowing you to repeatedly bounce on the lava and build up speed in a BLJ-like fashion
-Removed the second sun

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-Replaced the lava logic with what should be a more robust model that shoots you straight up in the air less often
-Reworked the point area to be less crap while hopefully still just as easy to recapture

-Added pumpkin bombs (maybe I went a little overboard with their placement)

-The lava is now capable of launching you 384 units vertically (it was only capable of 320 before)
-This will let you get up to some new platforms around the point area that the old lava model wouldn't have let you reach

-The stone texture is no longer shiny

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