-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
-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...
Last Call a11
2cp frontline theme with coastal and cathedral elements.
-Ramp spawns in by Blu's fwd spawn once 1st is captured
-Moved Blu's attack balcony slightly further away
-Made main route to B tighter
-Added more cover to Red's balcony
-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
-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
-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
-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
-Geometry outside cathdral changed to have ramps
-Less empty too
-Lowered Red's respawn...
-Reduced size of area outside blue spawn slightly
-Clipped roof of barn
-Removed a small ammo pack
-Made cliff route more visible and accessible
-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
-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...
-Increased size of cap zone to be inside part of building
-Reduced effectiveness of sightline
-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.
Hopefully a new version will stop a crash?
-Removed clipping for a small hut
-Reworked buildings to be more defender sided
-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
-Reduced distance between A-B
-Adjusted width of geometry in a connector
-Increased max time to cap to 10 mins
-Increased set up time...
Size of the map overall increased. Redesigned many areas.
-Area before A extended, redesigned
-Added collisions to some fences
-Added connectors to flanks so they feel less isloated
-Addjusted cap time
-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
-Lowered respawn time for blue when attacking...
-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
-Adjusted cover on canal
-Added small ammo pack in buidling's lower room