Mache

Mache A15a

-fixed broken spawn door (RED can now play the game)
-fixed some visible nodraw
-fixed missing staircase next to B
-added some extra lights
-removed C
-adjusted spawns to compensate (including yeeting forward spawns)
-adjusted some packs
-no more dev textures (there's some visible nodraw that'll be fixed in a16 that i cant be assed to recompile for)
-aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Changelog:
-A ton of artpassing
-Several health/ammo adjustments, among other adjustments
-Added playable space and windows to radio tower room on A; this should potentially give players a better idea that this flank exists, as well as making the A area as a whole less cramped and granting BLU another means of outranging sentries and other defenses sitting in the third floor of the house.
-Redid dropdown/one-way door into B; the one-way door has been moved to the more inward doorway (but still facing in favor of BLU) and the dropdown has been replaced with stairs
-Added a passage from end of A/B alleyway to room in front of RED first spawn, includes window that can be shot and jumped through facing the cap
-Redid B/C lobby entirely; includes new shack with accessible roof near B, completely different double shutter location, new(ish) outdoor area between lobby and C itself, and more
-Can now jump over fence near defense house at C
-Redid dropdown house and flank alley at C into a new, larger flank building; this and previous massive lobby change are attempting to better funnel attackers
-More that I can't remember

Screenshots will be updated in the main thread
Changelog:
-Reduced starting time from 6 min to 5 min (max is still 6 min)
-Added (probably useless) ghost lights
-Replaced patches under packs on snow with planks
-Attended the Idolon School of Making Buildings Look Less Cringe
-Fixed snow clipping through wall at A
-Fixed baseball not rendering (Timmy done fucked up)
-Adjusted geo throughout C to yeet crack sightlines
-Removed barrel near tank at C so not all classes can climb up onto it
-More stuff that's honestly probably not even worth mentioning

Good luck to all the other contest entries! :3
Changelog:
-Changed ugly snow texture to barnblitz snow texture
-Redid a bunch of signs
-Fixed RED spawning in temp forward spawn early
-YEETed window room from C
-Added doorway connecting C shutters to full health alley
-Added little scaffold in aforementioned alleyway
-Adjusted geo of dropdown building at C to make longrange spam of primary sentry spot easier + make route slightly more viable
-Detailed A radio tower building a bit (barnblitz insp)
-More that I don't remember lol
Changelog:
-Snow (experimental, will probably switch back)
-Put crossbeams on multiple pieces of chicken wire cover to increase visual clarity
-Adjusted health and ammo in a few different places
-Added junk props on roof of broken window building near BLU spawn to make it more apparent you can't jump up there
-Added barrel near BLU forward spawn so people can climb back up to it
-Adjusted geo near RED forward spawn to make placing teleporters on ledge possible
-RED now gets a temporary forward spawn when A is capped (ie, players get force-respawned into a room right near B, then their final spawn immediately becomes their spawn for the remainder of the map)
-Removed red stairs from chickenwire building on C
-Reduced C cap time
-More tiny stuff idk
Changelog:
-Adjusted cap times again
-Swapped window that opens on cap A
-Added slight cover to main route to B
-Adjusted geo behind train on B to make the area less boring
-Yeeted small route into C underneath main sentry perch, replaced with cubby with medium ammo
-Added new route on other side of middle building at C
-More tiny detailing adjustments
-eeeeeeeeeeeeeeeeeeee

Finally gonna update the screenshots in the main thread as well
Changelog:
-Reverted change to flank window at A
-Adjusted fences near BLU spawn to block weird sightline
-Added nobuilded crates to third floor of building at A to make sentries more vulnerable
-Fixed broken areaportal
-Adjusted cover around B + added health to main route to B to make said route potentially less shit
-Shut 2/3 windows looking at B and made last window open fully again to make the window more vulnerable to BLU
-Made B cap time slightly longer
-Made RED respawn time at C slightly shorter
-Slight detailing additions
-Removed some custom assets
-More that I don't remember lol
-Fixed broken doors
-Fixed missing fence
Changelog:
-Adjusted spawn times (mainly for RED)
-Adjusted cap times for A and B
-Changed windows that close on cap A into shutter door things to make them more prominent; adjusted cover nearby to make players flanking through building less visible to arriving defense players
-Made spotlight thing in aforementioned room less bright
-Added pair of medium packs under BLU lobby stairs at C
-Added cover props around C
-Detailed the room under A a bit
-Removed Herobrine (sorry Lofi)