Listener

Listener a6c

Trying out night theme

Added a small wall at the edge of concrete
Changed the shape of roof to open up more space and remove an annoying pillar.
Small fixes and tweaks.
Turned the ramps up to pipe over mid into a prop climb.
Clipped off under stairs up to roof.
Added more lights around
Something else I probably forgot
Made a lot of areas more open, mostly.

Changed building extensions off mid pillars back into pipes (but in a different shape) and added a partial wall along it with a grate fence top.
Slightly raised pipe over mid & added a tiny sightline blocker below.
Removed the ceiling and walls towards mid around the ramp up to aforementioned pipe, making it open air instead.
Fixed seeing shadows through the wall on that ramp.
Changed right side route onto concrete to only have one real 'doorway' - Greatly increased the size of or removed the rest of them, making that route much less constricted.
Added a little enclosed ramp from lowground up to concrete, to hopefully allow mini rotations that are much less committal than going up the main curved ramp.
Made the last room of left route into outdoors and moved the ramp down earlier into it.
Changed the transparent tarp texture into a more solid one.
Clipped shutters in garage to prevent hiding stickies in them.
Clipped fences at mid to no longer eat rockets and splash.

Made the curved ramp up to mid much prettier. (Don't worry, it's still clipped smooth into a ramp)

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Changed mid's cover again.
Rerouted walkway to the bridge over mid to be an indoors ramp.
Changed bridge to be just the pipe, and walkways around the tower are flat.
Pipe & tank in the mid lowground changed into a building you can't get on top of.
Path from right lobby to roof adjusted to try and make holding it harder.
Clipping fixes around the map.
Added a fence and skybox brushes to make shooting over walls near mid no longer possible.
Decreased cap time quite a bit (Was 12, Now 7 seconds)
Tweaked cover around the point to add pockets to duck into on the sides of it.
Slightly tweaked cover in the surrounding area now that it's not needed to block sight.
Did some very minor clipping work.
Removed dump trucks near mid (For real this time!)
Disconnected garage from both the side routes.
Changed the angles through the right flank to make it less awkward to move through.
Made windows at mid one-way, looking towards the point.
Added ramps to the upper windows so you don't have to jump through.
Fixed a pretty big clipping bug that I think was in a3 that somehow nobody noticed!
Redid routes from spawn to make pushing into enemy spawn harder, removed the trucks by flanks, made it harder to hide in enemy's side of the map, fixed clipping bugs.
Added small bits of transparent cover on the point itself.
Changed up the geometry of the lobby before concrete to feel less awkward and allow less sightlines.
Added a stairwell to the side of aforementioned lobby, Leading both down to garage, and up to the newly accessible roof.
Placed a pipe underneath the walkway to block los between roof and opposing concrete.
Widened the lip over the pipes and connected it to the walkway directly.
Changed small healthkit on lowground into a medium health & ammo.
Added a prop climb from lower onto the far left ledges.
Blocked sightlines into and through the spawn courtyards, in particular lobby behind concrete cannot see across to the far left route.
Added a window to the spawn buildings, and styled one exit like a loading dock.