Monttu

Monttu A9

  • Changed skybox to Gold Rush's after considering that the current lighting doesn't really fit Gravel Pit's skybox
  • Finally adjusted BLU's first spawn to not be ridiculously large
  • Adjusted lighting at the lower route leading to B
  • Adjusted clipping at A to fix a spot where people can get stuck behind a rock
  • Adjusted clipping at B to fix people standing on a roof they should not stand on (safety hazard)
  • Flipped the opening direction of the upper RED one-way door on B
  • Adjusted geometry at B
    • Basically removed two routes for attackers which hopefully would give RED a better chance at holding the point
  • Adjusted geometry at C in an attempt at trying to tone down the amazing sightlines
  • Adjusted the planks at C to make it more clear that you can't shoot through the gaps
  • Adjusted a stack of crates near last to address people getting shot by people they can't see
  • Removed the small health kit near C due to its awkward position
  • Removed the medium ammo kit near the stairs at RED's B-C spawnroom
  • Put something in the room that houses BLU's first forward spawn so it's less of an empty box
  • Added nobuild to a location on last that led to un-assailable Sentry Gun positions
Alpha 8

  • Lowered RED's respawnwavetime to 7
  • Removed 30sec from the roundtime
  • Removed some stairs from the BLU side of A
  • Relaxed the clipping at A a wee bit since there was a spot that didn't really need it
  • Adjusted geometry at B
    • Added a second route for RED that leads to B
    • Said routes have one-way doors now to stop BLU from getting in there
    • Removed the open window at B
    • Reshaped a building interior near B to fix a case where teams could interact with the cart through walls
  • Added some crates at the back area of last
  • Removed the one-way door RED had at that same area, let's see if it's a good idea
    • Chances are, it probably isn't
  • Fixed a case where the client has a fit trying to understand the finale pit
That last one is an odd thing: apparently it was due to the grate being too close to the func_brush so the client thought you were walking on both the prop and the brush at the same time?
This is all a wild guess but that's all I have, considering the issue got fixed by just lifting the grate up a notch
  • Swapped over to Gravel Pit's skybox
  • Adjusted geometry at A, C and last a bit
  • Extended a walkway at B for sake of seeing how great of an idea this is
  • Removed the Cactuscanyon-style finale
  • Made one of the buildings at last inaccessible since it became pretty pointless after changes from earlier version(s)
  • Added something to B to stop RED from taking fall damage while jumping down
  • Adjusted roundtimes
  • Gave BLU 1min more to attack with (5:30 from 4:30)
  • Capturing A gives 3:30 now (B and C up to 4:00)
  • Adjusted geometry at C
  • Adjusted item kits at the A-B corridor
  • Adjusted item kits at C
  • Adjusted geometry at last
  • Made something spin that didn't spin before
  • Finally remembered to give BLU's first spawn a soundscape
  • Fixed a case where the round ends a bit late when BLU takes the final point
  • Fixed a leak that wasn't leaking properly
  • Fixed the Payload receding more than it should on some cases
  • Moved the sign at A
  • Removed some props at C's back-route
  • Slapped some blockbullets on the checkpoints like I should've done a while ago
  • RED moves to their C spawnroom once A is captured
  • RED no longer force-respawns once B is captured
  • Fixed amazingly terrible lighting (Somehow I never noticed until it was almost too late)
  • Clipped a tire to stop people getting stuck on it
  • Altered respawnwavetimes again
  • RED's respawnwavetime raised to 9
  • BLU's respawnwavetime raised to 3
  • BLU's respawnwavetime goes up to 4 when C is captured
  • Altered additional time bonuses to be less generous
  • Altered geometry at B, C and last
  • Reshaped BLU's first spawn a bit
  • Made the sidedoor leading to last one-way from RED's side
  • Fixed a case where BLU could build in spawn
  • RED now has equal pushing power at the finale
  • Removed the MvM Tank SFX due to the confusion it caused
  • Removed some flank routes to give RED an easier time on defense
  • Flank route leading to B and C now opens when A is captured
  • Removed some doors at A
  • Removed one of the gates at the front (they felt unnecessary)
  • Raised BLU's respawnwavetime to 3 (was 2 earlier)
  • Lowered RED's respawnwavetime to 8 (was 10 earlier)
  • Reshaped the area at A
  • Reshaped the area a bit at B
  • Reshaped the area around C
  • Added a sidedoor to RED's C spawn
  • Added some missing patches for kits at last and B's tunnel
  • Retooled last
  • Reshaped RED's last spawn to actually be a spawnroom
  • Adjusted lighting to alleviate some dim or dark areas
  • Adjusted some kits at C's back route
  • Adjusted the sidedoor leading to last, now one-way from RED's side
  • All dead RED members now respawn once B is captured
  • Tried to make signs more clear as to where to go when RED respawns near C
  • Tried to address some of the ridiculous sightlines