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-The map has generally graduated from "Mildly Deranged" to "Insane"
-The map now has more tiles
-The water has been raised so that the top if it clips halfway through the dark grey walkways - this makes it much easier to see where you can surface from underwater
-The area with the generator turbine snipers used to try to use has had its turbine removed, and the water now gives players an alternate route underneath this area as well as a retreat option while trying to attack the control point
-The water under the control point has been deepened and the very top of it given a wall so that players can cross the water without being shot by enemies trying to contest the control point from underneath
-The above 3 changes arose from the observation that water was being used against attackers when it really should have been used by them.
-The highground which connects the two distinct "lanes" of the map after spawn has been given a doorway exclusively usable by the team whose side it's on
-The area around the control point has been given more walkway
-The spawn courtyard has been split in two by a dividing wall in hopes of making spawncamping harder
-Copied the shadow_control from cp_bruhstbowl into the map, so dynamic shadows are no longer pink
-Fixed two cases of red arrow signs on BLU's side of the map
-Added arrows in the water pit just outside each team's spawn to indicate where you can rise out of the water
-Toned down the HDR - you can barely even notice it now
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