Changelog - Updated from A3 to A4
- Reduced respawn time for Blue from 15/20 seconds to 3 seconds (after capping B it'll become 1 second)
- Reduced respawn time for Red from 15/20 seconds to 10 seconds
- Textured the last area so it isn't just purely dev textures
- Added a blast door at the final point to act as a counter to rushes
- Moved REDs main spawn back abit in the spawn room itself
- Fixed a texture that was scaled badly in blues main spawn
- Blues main spawn doors will now be trigger based rather than being forced open forever
- Point A no longer has an open view over REDs spawn exit
- Fixed some brushes floating around Point A
- Red no longer has a direct height advantage over blues main entrance
- Opened up Blues Vents to provide more flank routes and a way out back into spawn
- Added bridge routes to Point A
- Added an alt route from reds main spawn to Point A to make it harder to spawn camp
- Changed the colours for the RED & BLUE lighting in spawn rooms
- Added Colour Control Entity and Controls for HDR Bloom
- Added MOAR AREA PORTALS INTO BLUE SPAWN! I SWEAR ON THE TOASTERS LIFE I WILL END IT!
- Prevented Blue from being able to push directly through Reds spawn exits on last
- Added some props in blues main spawn to seal up what appears like walkable spaces but isnt
- Added more breathing room to Areas A & B
- Moved Reds forward spawn exit back abit to give it some cover
- Turned the small ammo & health on Reds side of Area B into medium ones
- Turned the medium midkit next to the point into a large one
- Increased the max render distance for the env glows in the blue spawn
- Light pointing down the vent drop is now a white light instead of blue to prevent confusion
- Clipped Shop Windows to prevent players from getting snagged against them
- Reduced the size of the capture zone for the final point
- Moved Reds spawn points for the final point back and re-angled them
- Fixed VPhysic Errors spamming the console
- Added blast doors to the anti-rush gates between areas A & B to attempt a more aggressive optimization approach
- Added an announcer alert sound 5 seconds before the 5 second countdown begins for the next area
- Increased the height of the ceiling around Point A & Area B
- Added another failsafe teleport for when area B is captured and you're trapped in the midway tunnel between spawns
- Added some ammo & medkit models into the back of the ambulance
- Moved the resupply cabnit at forward spawn towards Point B more closer to the exit (Making the door harder to camp for Blue)
- Prevented VPhysic based objects (Stickies/Pipes/Sandman ball etc.) from traveling through spawn doors if it's the opposite teams
| For example, RED Demoman cannot put stickies past Blues spawn door into their spawn and vise versa