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Lakehouse a2a

GENERAL CHANGES:
  • Lowered the respawn times for each team. (4 for BLU, 6 for RED.) No differences between points as of yet; needs further testing.
  • Added arrows to various spots to streamline movement a bit more while working on major changes.
  • Fixed z-fighting on all brush-based doors.
POINT A:
- Blocked off the gameplay space fences with blockbullets.
POINT B:
  • Disabled the func_respawnroom in RED's forward spawn as it becomes a gameplay space.
  • Commands have been spaced out after A is capped to (hopefully) fix the door bug and so that RED can get an instant respawn in their forward spawn.
POINT C:
  • Fixed some awkward clipping for the dropdown door in BLU's forward spawn.
  • Lowered the last cap time some more to increase the chances of backcapping.
  • Added a one-way door on the upper route from the indoors section. This blocks off sightlines and makes it harder for RED to stay in the place for long, though still possible.
MAJOR GOAL: Give height variation to the map.
A POINT:
  • Added a rock near the cliffside to change sightlines and force a longer walk for the under-cliff route. Also adjusted the upper part of the cliff so you can jump over the rock.
  • Adjusted the wooden beam on the under-cliff route to be smaller.
  • Added a route in the under-cliff route that leads to the lakeside area. Not great for most classes, but can provide some surprise.
  • Added a raised area near point to block long sightlines and provide a change of high ground.
  • Lowered the whole lakeside area to prevent new sightlines and also lowered the interior area for B's section of lakeside.
  • Raised the ground of the flank shack and spire on A so there's a better reason to go there.
  • Modified the box pile near the one-way door so the space feels more open.
B POINT:
  • Adjusted the left shutter door for an easier rollout before A is capped.
  • Put a door on the B lakeside route that only opens after B is capped. (You can't bypass the point anymore.)
  • Added raised area on B point and the lakeside route.
  • Added jump pads to B point so you can reach previously difficult or inaccessible high ground.
  • Moved BLU's forward spawn to before the B point (above the covered box area.)
C POINT:
  • Turned BLU's old forward spawnroom into an additional flank path.
  • Raised the high platform on C.
  • Adjusted the cliff near the covered dropdown so that RED can access the high ground.
  • Added a cliff near the rock on C that both teams can contest.
  • Added covers to some entrances to block sightlines.
  • Opened up the area beside the cave route for BLU to contest.
  • Pushed RED's spawn back by a significant amount and added a lobby area before the last point. C can no longer be contested from spawn.
  • Added and adjusted health and ammo around C point.
MISC CHANGES:
  • Disabled the respawn cabinet prop after A is capped for RED's forward spawn.
  • RED now respawns right after A is capped to help with the extended walk.
  • Removed collision for guidearrows after they've been disabled.
  • Marked the C cap zone.
  • Decreased the cap time for C point by a large margin.