Last Call

Last Call a17

FIXED/ALTERED:
A:
-Removed underused flank
-Adjusted location of current flank route
-Clipped space above arches
-Extended platform for Blu's forward spawn
-Enabled collisions for spawn door prop

B:
-Cathedral interior redesigned!
-Both spaces connected now, B is inbetween them
-Bridge across from Red's highground
-1 way door is gone (yay)
-Adjusted Red's spawn placements

GF:
-Fixed overlay
-Geometry outside cathdral changed to have ramps
-Less empty too
-Lowered Red's respawn time on last
FIXED/ALTERED:
A:
-Reduced size of area outside blue spawn slightly
-Clipped roof of barn
-Removed a small ammo pack
-Made cliff route more visible and accessible

B:
-Increased port cullis speed
-Added a more open flank
-Changed Red's spawn exit to B
-Increased red spawn time
-Removed parts of balcony over B and changed cover

GF:
-Changed buffer area between A and B to be more useful for Blu to hold
-Lowered Blu's respawn wave timer
-Blocked off an under used flank route for now...
FIXED/ALTERED:
A:
-Increased size of cap zone to be inside part of building
-Reduced effectiveness of sightline

B:
-Enabled collisions on some metal props
-Replaced the big metal fence with glass

// More testing of the layout needed overall. For now I'm keeping the tunnels as they are not causing that much harm.
FIXED/ALTERED:
A:
-Removed clipping for a small hut
-Reworked buildings to be more defender sided

B:
-Moved some gravestone so players can't get trapped
-Removed an entrance to the church balcony
-Lowered height of balconies to 256hu
-Added another entrance to the low ground
-Added Blu sided one-way door to balcony above B
-Balcony above B made smaller

GF:
-Reduced distance between A-B
-Adjusted width of geometry in a connector
-Increased max time to cap to 10 mins
-Increased set up time to 75 seconds
-More health/ammo
Size of the map overall increased. Redesigned many areas.

FIXED/ALTERED:
A:
-Partially redesigned
-Area before A extended, redesigned
-Added collisions to some fences
-Added connectors to flanks so they feel less isloated
-Addjusted cap time

B:
-Clipped spawn doorways
-Complete redesign woohoo!
-Now inside a church
-Feels like a proper last point now?
-Lots of height variation but Blue should have a better chance hopefully

GF:
-Lowered respawn time for blue when attacking last
-Changed skin on sign to match control point
-Added a forward spawn for Blue
FIXED/ALTERED:
A:
-Fixed Blue spawn points
-Added visual info to stop players walking from spawn off cliff
-Removed rock jump thing on the far flank
-Removed the annoying jumps on the flanks
-Made far flank slightly more visible
-Made visibilty of house next to flank better
-Added small hut, altered trench next to it, added room under hut
-Added more cover on platform, slightly moved ladder

B:
-Adjusted cover on canal
-Added small ammo pack in buidling's lower room
-Hopefully less collisions with skybox
-Blocked sightline from B slightly

GF:
-Changed trigger_hurt to fall death
-Nocliped tracks
-Fixed z-fighting
-Replaced sloped clips on roofs with normal clips
-Trench slopes should be less bad (added stair props)