Detailing overhaul
Added a lot of details Changed a lot of details Incredibly minor clipping adjustments
Updated B death pit to better represent my ideas for it. Changed the non-point part of A's building Minor clipping changes Various detailing changes
Adjusted clipping in a few spots Redid almost all interior walls Adjusted carpet texture Modified jump pad particle Various minor changes
Detailing improvements/modifications Melted snow Various misc. changes
FULLY ARTPASSED MAP! Optimization! Changed stalemate-breaking option to increase player's capture rates by one, rather than adjusting the point's cap times Made some slight adjustments to ramps, adjusting slopes and replacing some with stairs Various other minor changes one would expect with a b1 Special thanks to pdan for compiling the HDR cubemaps!!
Redid geometry at B, now it's circular Adjusted lighting at B Added pickup patches instead of lazy brushes Melted the snow outside (I finally saw how ugly the texture was with bump maps) Did some minor detailing work My first map to reach A10 after only seven years of mapping, wow!! Young Norfolk was not very committed.
Redid spawns to be on-grid and have cleaner geometry, hopefully all spawn points will function now! Minor displacement cleanup Disabled First Blood crits (thanks Fluury!) t Made B slightly wider Lowered jump pad volume Improved some areas of map logic Adjustments to the death pit at B Various minor changes
Rotated spawnrooms, hopefully to balance out the number of players going to each point. Added an anti-stalemate mechanic, shortening the length of cap times if no points are capped in 45 seconds. Improved lighting at B Various minor changes
Added a deathpit and HP kit at B, hopefully making it more interesting to fight on and around Adjusted some geometry to hopefully enhance gameplay Widened entrances to B Added more spec cameras Minor detailing Various minor changes