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Last playtest, being on A5, went surprisingly well and I'm very glad to see that the point is finally reasonably retakeable (when the teams are balanced)! As such, this map should be reaching it's beta phase somewhat soon. Still want to improve the layout but I'm not really sure how.
Also the new high ground can still be cracked with a sentry on it and I'm still trying to figure out how to nerf that.
Blocked off the main route to the Underhill
Replaced it with ramps that connect to the third path on the hill
Added a few anti-sentry methods to deal with sentry nests in computer room
-Added second story and high ground
-Removed lower area
-Added third route to point
-Removed anti-sniper fence
-Added crates to the hill
-Smaller changes
-Shortened the width of the third courtyards by 12 feet
-Lowed the hill by 2 feet
-Reduced attacking respawn time by a second (4 ->3)
-Sealed off anti-spawn camp area of the spawn rooms
-Increased cap time from 3.25 to 3.5
-Shrunk the capture zone
-Put doors out of service
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