Mache

Mache A15a

Changelog:
-Unfucked weird diagonal building near BLU spawn
-Changed BLU spawn exit nearest aforementioned building to compensate for previous change (+added partition in spawn to further compensate)
-Did a lighting thingy in underground flank at A to draw more attention to stairs
-Adjusted geo near some spawn doors to allow teleporter placement
-Adjusted RED spawn times on A
-Added stairwell in former dropdown building at C to make defense easier + allow RED to bypass window sightline
-More that I can't remember lol

Overall things are going well! Maybe I can get into beta once the Minor Contest ends!
Changelog:
-Added full health near ammo in underground room at A
-Moved packs in stairwell building at A to just outside (BLU-favored)
-Added/upgraded some other packs periodically
-Adjusted spawn times for both teams
-Adjusted geo/props in room connected to RED forward spawn to be slightly larger + add means of somewhat easily climbing back into the spawn
-Started larger detailing on BLU spawn
Changelog:
-Minor detailing changes
-Added minor transitional buildings between BLU first spawn and A (yard lengthened to compensate)
-Changed RED-sided staircase to window room at A into dropdown that unlocks on cap A
-Removed weird highground ledge looking at C, rerouted stairs to new room above double-shutter room w/ windows looking onto C
-Raised entirety of C (the concrete area and buildings attached) to make BLU highground significantly weaker
-Adjusted cover wall at C to be higher, opaque, and unable to be jumped over
-Shifted RED spiral stairs spawn exit door to top of stairs (ie, the stairs themselves are no longer within the spawn trigger and the door at the bottom is always open)
-More that I don't remember lol
Changelog:
-Made cap times for B and C slightly longer
-Adjusted upper doorway of 3-story building at A and added chickenwire wall to make stairwell to 3rd floor more visible to defenders
-Upgraded 3rd floor ammo from medium to full
-Added link between 1st floor of aforementioned building and underground flank room
-Fixed BLU forward spawn trigger not starting disabled
-Adjusted geometry on B cap zone to make flow smoother
-Redid staircase building at C to give RED highground over point
-C cap zone no longer goes up ramp; stays flat spanning from foot of ramp to wall opposite
-More than I forgot lol
Changelog:
-Fixed clipping on top floor of defense building at A
-Added small health to flank building at A
-Added slight cover to aforementioned building to make offense sightline less dangerous to B defenders
-Fixed RED forward spawn door not forcing open properly on A cap
-Removed small health from top part of B cap zone
-Added little ramp on B capzone to improve flow overall
-Made ramped section of C cap zone be just short of top of ramp instead of flush with top of ramp
-Extended C cap zone backwards towards RED spawn (experimental)
Changelog:
-Changed map name to Mache
-Added another floor to side building at A to give defenders somewhere to actually defend from
-Removed extra health in underground room at A
-Shift BLU forward spawn over slightly to remove nasty sightline into the door
-Fixed RED forward spawn resupply cabinet trigger not disabling on cap A
-Made jump from rock at B to ledge near one-way door possible
-Made some doors at B not open until A cap to prevent awful flanks
-Remade C entirely
-Made lights dimmer throughout the entire map