Changelog - Updated from B2 to B3
- Fixed an issue where one of the one-way doors by Point C wasn't playing any animations
- Removed a bunch of point_spotlight entities to save on edict space
- Merged even more brush work together in order to save up space for future brushwork
- Lowered the height of the vent ceiling in Area B
- Changed the trigger for the vent openings to make it harder to peak through them
- Reworked some of the hint brushes in the map and added more area portals
- Disabled shadows on the foilage around the mall
Changelog - Updated from B1 to B2
- Continued to detail the level, now adding stuff into REDs spawn rooms
- Increased the delay for the mini-setup gates to trigger from 5 to 10 seconds
- Fixed an issue with a broken area portal in REDs second spawn room
- Fixed a nodraw face on one of the brushes at Point C
- Fixed a nodraw face on one of the hard to see brushes in REDs first spawn
- Fixed an issue where some brushes at BLUEs main spawn entrance were using old textures
- Fixed an issue where some spotlight props were floating
- Rotated the textures on the pillars of BLUEs main spawn so they don't blend in as much
- Prevented Engineers from being able to build on and inside the entrances & exits of the vents
- Halfed the push force at the top of the vent in Area C
- Changed the textures on the board signs in Area A & B to use something else other than wood
- Clipped the boards outside of BLUEs second forward spawn
- Changed the name of Control Point A from Main Entrance to Main Hall
- Changed the name of Control Point B from Shopping Wing to Expansion Wing
- Merged more brushwork to save on brush space for future detailing
Changelog - Updated from A11 to B1
- Implemented a skybox into the map that can be seen from BLUEs Main Spawn & Areas B & C
- Created the soundscape script for the map and implemented the soundscape entities
- Begun texturing most of the level and adding additional detail to the level
- Added an additional route in the vents at Area C to make it easier to exit
- Opened up space between the generators on the side route to C to make the vent more visible
- Fixed an issue where players could get stuck behind the small shipping containers at Point C
- Fixed a brush in REDs second spawn that was z-plane fighting with a model
- Begun merging certain brushwork together to save on brush space
- Doubled the fade distance values of the props inside the ambulance props
- Expanded the respawn zone on BLUEs main spawn into the side route from spawn
- Fixed blind spots in BLUEs vents from main spawn where the Engineer could build anything
- Changed the playerclips on the scaffolding props into bullet block brushes
- Moved the medium medkit from Point B further away from the point
- Control points will now directly change the respawn time when the point is capped by BLUE
Changelog - Updated from A10 to A11
- Now using Valves bzip tool to repack content for better compression!
- Added more logic controls to change the respawn wave time based on which area is being contested
| Previously the respawn wavetime was a static value of 2-4 seconds for BLUE & 8-16 seconds for RED
| Area A: Blue Respawn will be between 3-6 seconds while RED is between 8-16 seconds
| Area B: Blue Respawn will be between 2-4 seconds while RED is between 9-18 seconds
| Area C: Blue Respawn will be between 2-4 seconds while RED is between 10-20 seconds
- Clipped one of the covers on the path into Area C (I forgot this one)
- Clipped the mini-setup gates between Area B & C
- Added some woodplanks to the climbable make-shift prop barricades in Area B & C
| This is to make it more clear to the player that they don't need to jump
- Fixed a brush issue in BLUEs mainspawn where you could see a nodraw face (Another hard to find one)
- Respawn room visualizers coming into Area C from REDs first & second spawn rooms will no longer render
- Added more health & ammo for the side route leading into Point C to help BLUE push
- Increased the ammo & health on the main route pushing into C from small to medium
- Added medium ammo & health onto the higher ledge on the main route into C
- Added some area portals into the new vent route in Area B to improve performance
- Added another vent route in Area C that can be accessed by the side route into C
- Added an easter egg room into the map that'll open when BLUE caps Point C
- Fixed an overlay sign in Area A that points you towards Point A
- Fixed another nodraw face that was above BLUEs first forward spawn (which again, hard to spot)
- Reduced the high edict count in the level by converting certain brushes into world/detail brushes
Changelog - Updated from A9 to A10
- Clipped the crates on the side route of B so its easier for players to get over it
- Clipped the crates on by the make-shift fence by Point C so its easier for players to travel over them
- Added a small ammo & medkit in the shop thats on the path into Area B
- Moved the small medkit & medium ammo pack by the sign pointing to B closer to BLUEs slopes and make the medkit bigger
- Fixed a patch overlay in on the path leading towards Area B as it wasn't assigned to any brushes
- Lowered the cover around Area B slightly to make it easier to jump over in certain cases
- Removed the gaps under the cover thats provided around the path pushing into Area C
- Texture the covers around Area B & leading into Area C into wooden boards to give an under-construction feel
- Increased the door speed of the alternate spawn door heading out of REDs second spawn
- Changed one of BLUEs routes into Area B to be controlled by a one-way door, making it hard for RED to use
- Added a way for players to be able to tell when a route is considered one-way only
- Increased the height of the ceiling around Area B to give more room for rocket/sticky jumping
- Added a new flank route for BLUE, which is a vent route that provides a drop down next to B
- Added some more lighting into BLUEs main spawn so its easier for them to notice the ambulance
- Attempted to nerf a sight line over Point B by adding some scaffolding props
- Made some texture edits to the no entry visualizers so they're now team coloured (Blue, Red & Neutral)
- Fixed another nodraw face in Area B (It was hard to spot tbh)
Changelog - Updated from A8 to A9
- Increased REDs respawn time from 5 to 8 seconds (5-10 seconds to 8-16 seconds)
- Reduced the amount of arrows pointers around the map
- Changed the lighting in the alternate route to Point C in both sides of its entrances
- Fixed a clipping issue in BLUEs main spawns alternate route where the door wasn't touching the walls
- Fixed some nodraw faces around BLUEs alt spawn route from main spawn
- Turned the medium medkit & ammo packs by the far side of Point C into small ones
- Removed the small medkit behind the fence on Point C
- Opened up some of the walls around Area A & Removed two boards coming out of BLUEs main spawn
- Moved some health and ammo on the far side of BLUEs route into Area B to be closer to BLUE to help them push
- RED can now get over the fence barricade by Point C
- Expanded the shops within Area A to provide more space for spies and engineers
- Rotated BLUEs forward spawn vent exit to face towards the route to Area B
- Turned a bunch of crate props around Point C into shipping containers so it feels less spammy
- Added medium ammo packs back into the shops again & removed the medium medkit & ammo packs next to REDs spawn exit
- Restored REDs alt spawn routes into two way doors
- REDs spawn doors will now turn from two-way to one-way doors when the points are capped
- Cleaned up some of the props around Point B and reworked some of the cover
- Added a path to climb up over the makeshift barricade at Point B & made the one on the top-left of B two-way
Changelog - Updated from A7 to A8
- Expanded the space between BLUEs first forward spawn and Point A by moving the spawn back
- Expanded the ceiling around Point A to give more room for soldiers & demos to jump
- Expanded the area coming into Area A from BLUEs main spawn and moved BLUEs alternate routes to reflect the changes
- Moved the flank route into Area C back abit & moved the small health & ammo packs into the main route to C
- Increased the speed of the trigger push in the top of BLUEs vent from 250 to 1000
- Moved one of the crates next to the large blast doors at Area C to prevent players from getting stuck
- Fixed a spot in BLUEs main spawn where a player could get stuck
- Changed two of the open vans by BLUEs main alt spawn route into seperate colours
- Moved the medium ammo pack in the shop upstairs next to Point A to be outside of the shop and as small ammo
- Moved the small ammo pack in the shop room right outside of blues main spawn doors into a visible corner
- Prevented RED from being able to travel from Point Bs spawn room into Point C until Point B is capped
- Removed the medium ammo pack that was in the bottom store next to Point A
- Moved the medium ammo pack & small medkit over to the side where the vent exit for BLUE is
- Moved the small ammo & medkit that was hidden next to BLUEs alt spawn route to a spot to help BLUE push
- Removed the 3rd door entrance into Area B due to it providing RED an easy option to choke hold the route
- Moved BLUEs second forward spawn back to create more space in Area B and pad out the distance to travel to Point C
- Moved REDs second spawn doors back and moved the alt spawn door down to the ground floor to create room for RED
- Remade the section between Area A & Area B, making it less chokey and harder for RED to pin down
- Moved the crates barricade by Point C to the opposite side and moved the large ammo pack accordingly
- Fixed the patch overlay by Point B that was to indicate where the medium medkit would spawn
- Moved some of the health & ammo around Area B into more suitable spots for defenders & attackers
- Changed the red lighting in REDs spawn room again to make it even less red
| (it's 200 150 150 now and if I get another feedback about it I will scream at you)
Changelog - Updated from A6 to A7
- Clipped the board signs around the map so you're less likely to get snagged on them
- Moved the BLUEs first forward spawn around so you won't have to make a 180 turn out of spawn
- Added some props around the path thats directly above Point B facing towards BLUEs second spawn to narrow sight lines
- Set the FOV on the observer point at Area A from 60 to 75
- Changed the large medkit under Point A into a medium medkit
- Changed the large medkit next to Point B into a medium medkit
- Changed the large medkit behind Point C into a small medkit
- Changed one of the two small ammo packs next to the fence at Point C into a medium medkit & ammo pack
- Changed the medium medkit near BLUEs first forward spawn into a small medkit
- Changed the medium medkit & ammo near BLUEs main spawn vent exit into a small ones
- Changed all of the medium medkits in Area B into small medkits
- Removed medkits from the shops in Area A
- Expanded the width of the final corner of the alt route into Point C from Area B
- Changed BLUEs main spawn points to be grouped into one area rather than 3 seperate places
- Rotated the ambulances within the waiting room and added more arrow signs
- Changed the red brick textures in BLUEs main spawn to a different type thats higher quality
- Raised the sky of BLUEs main spawn to give more space when rocket/sticky jumping up to the vent
- Tried to improve visual cover when pushing out from the new alt path into Point C
- Textured even more dev textures that were in the map
- Changed the ceiling of Area A to be a window-based roof-top aswell
- Changed a bunch of dev textures around Point C from grey dev textures to red dev textures
Changelog - Updated from A5 to A6
- Expanded the capture zone of Point A so you don't have to stand directly in the middle
- Made it slightly more difficult for RED Demos to propperly spam Point A from their alt spawn doors
- Fixed an issue where two of the spawn doors at Point C were using the same trigger
- REDs alt spawn doors from Point As spawnroom are one way-only now
- REDs spawn doors from Points A & B going into Point C are now one-way doors
- REDs alt spawn door from Point Bs spawnroom is now one-way only
- Re-arranged REDs forward spawnpoints again, moving them further back into the spawn room
- Moved REDs first spawn points further back into a new room
- Clipped the bottom of the fence gates so it's harder to get snagged on them
- Added a 3rd door to the mini-setup gates between Areas A & B
- Changed the ceiling of Area B to be a window-based roof-top
- Added a new section to REDs first spawn room and moved the spawn points into it
- Moved BLUEs spawn points in the main spawn room further back
- Reduced the size of BLUEs main spawn room so it doesn't feel so empty
- REDs forward spawn door to Point B no longer exits with direct line of sight to the point
- Added props under one of the bridges in Area B to kill a line of sight issue
- Increased the size of the triggers for the resupply cabnits in REDs final spawn room
- Filled in some spaces between the fences around Point C so the possible visibility isn't too overwhelming
- Added an alternate route into Area C from Area B
- Blue is now able to jump over the fence by Point C via one batch of crates
- Increased the size of that one small medkit behind Point C into a large one
- Fixed an issue where the Engineer could build a sentry above the main spawn door exits
| It's only intended for the Engineer to be able to build directly infront of the doors (but no tps ofc)
Changelog - Updated from A4 to A5
- Fixed an issue where REDs respawn timer was double what it was suppose to be
- Respawn times will no longer be reduced for BLUE when capping the point
- Increased the cap time for Point A from 10 to 15 seconds
- Removed the boards around Point A except for one coming out of BLUEs side path
- Changed the cover around Point C into fences, allowing both sides to see enemies
- Changed the lighting in REDs spawn rooms yet again to make it less redish
- Added some cover to REDs alt spawn doors at Point A
- Added a new spawn room for REDs final point
- Textured a bunch of dev textures around the map, such as RED Spawn and Point B
- Re-arranged the spawn point positions for REDs First & Second Spawn again
- Opened the shop windows in Area A to allow space for Engies & Spies to use
- Re-arranged health & ammo kits around Area A
- Mini-Setup between Area A & B should now open when the 5 second count down begins
- Mini-Setup Doors between Area A & B now play a different sound rather than the default door opening
- Expanded Area B to provide even more combat space when attacking & defending
- Expanded the path from Area A to Area B to pad out rushing and provide space for Spies & Snipers
- Expanded the path from Area B to Area C to pad out rushing
- Added an alt route out of REDs forward spawn to make it more difficult to spawn camp
- Added an alt dropdown route from BLUEs first forward spawn to make it more difficult to spawn camp