Last Call

Last Call a17

Relatively minor...

B:
-Added a ramp to the second bridge
-Lowered the respawn time for Red when defending B

C:
-Moved Red's spawn to other side
-Removed one of the sniping spots outside spawn
-Added a small drop down in Red's spawn
Had some time over the Easter break so here's an update...

A:
-Reduced sightline on balcony

B:
-Moved Blu's 1st foward spawn nearer to B
-Added new building with bridge- flank now should be more integrated
-Other building slightly moved

C:
-Adjusted sightline slightly
-Lowered covering fence near sentry spot
-Replaced medium hp/ammo with smaller ones on cp
-Made flank a bit bigger
-Added another route into the cathedral lobby

GF:
-Fixed nodraw material
-Clipping
Last update to come for a bit while I'm busy studying etc...
A:
-Added another flank route for Blu
-Moved location of small hp
-Removed doorway overlooking A (aim to deny use of sentry guns)


B:
-Raised height of buffer area for Blu- Red now has to push upwards
-Added offensive firing platform for Blu over bridge
-Red now has to push through small choke to gain access to buffer zone
-Reduced respawn time for Blu
-Changed Blu's lower flank route slightly

C:
-Changed cathedral front courtyard
-C now looks like less of a Gorge rip off


GF:
-Clipping
-Subtle detail
-Blu's respawn time decreased
Don't have my log so going to list the changes from memory...

A:
nope

B:
-Red and Blu now use the same spawn (not at same time)
-Added an extra spawn door

C:
-Massive redesign
-Cathedral now looks like a cathedral
-Much larger than previous versions
-Outside area included
-Buffer area before C made less significant
-Routes in buffer zone widened
-Buffer zone ground level lowered (closer to B's ground level)

GF:
-Clipping
-Spawn time adjustments
Its been a while... uni has kept me busy.

A:
-Nerfed sniping balcony at A slightly
-Made windows in upper hut glass
-Lowered ammo availability

B:
-Removed need for ramp for Red spawn
-Added props by window sentry spot
-Removed a window prop
-Added hp in Blu's flank route


C:
-Removed dropdown
-Decreased respawn timer for Red
-Increased respawn timer for Blu

GF:
-Clipping
A:
-Made flank route more noticeable
-Made rubble prop less obstructive
-Clipped small frames by A
-Clipped wall next to resupply
-Fixed visual error on transition ramp (like on egypt)

B:
-New area with a new capture point
-Features a railway, bridge and buildings to enter

C:
-Dropdown only one-way
-Added more cover for Red
-Added buffer zone before cathedral of medieval buildings
-Hopefully easier for Blu to have a forward hold

General:
-Adjusted repsawn times
-Added forward spawns for both teams
A:
-Clipped off train- allows strong sniper spot
-Added fences to cliff route-harder to be airblasted off now
-Widened end of cliff route
-Fixed solidity of ramp
-Fixed a displacement showing on other side of brush
-Fixed z-fighting on cliff
-Raised death trigger off cliff- people can respawn faster then

B:
-Blocked other side entrance to point
-Added extra room for Red to defend the attack balcony
-Drop-down also added for Red flaking opportunities
-Cap zone moved slightly nearer Red's balcony

gf:
-Clipping
-Made room more useful by adding small hp
FIXED/ALTERED:
A:
-Ramp spawns in by Blu's fwd spawn once 1st is captured

B:
-Moved Blu's attack balcony slightly further away
-Made main route to B tighter
-Added more cover to Red's balcony

GF:
-Clipping
FIXED/ALTERED:
A:
-Removed clipping over arches
-Removed grass from buidlings
-Clipped some roofs
-Put glass in empty window
-Added a window to make sentry spot more visible to attackers
-Nerfed sentry spot for red in train crash house
-Added high ground for Blue before first- too vunerable otherwise

B:
-Now more spacious, columns thinner
-Extra flank route added
-Blocked Red's direct access to second balcony
-Blocked gaps in wall where tank is
-Noclipped a doorframe
-Increased portcullis speed