Moonjelly

Moonjelly a5g

  • Reduced the health kit near Blu's forward spawn for final to small
  • Added a brush to block a sniper from watching into Blu's forward
  • Added a skybox
  • More detailing
  • Detailing at C
  • Added an ammo kit at B near the capture point
  • Added a closed door at A to prevent players from going down a dead end
  • Fixed clipping that was missing
  • More detailing at Blu's spawn
  • Clipped off the highground area near B
  • Reopened a route in the ship that was closed in a previous version
  • Minor detailing added to the areas around A and the ship
  • Soundscapes when inside the shipwreck and near the deathpits
  • Adjusted red's spawn doors for C
Mainly focused on detailing for this update
  • A lot of detailing at final and some small detailing at Blu's initial spawn
  • Fixed a grate not opening at A
  • Added a small room near Red's main C hold
C Changes:
  • Redid the bridge and room connected to it.
  • Removed the Oneway gate
    • Was mainly done since I believe it gave Red a shortcut to camp Blu Spawn
  • Widened a room to give Red some more space to hold and set up
  • Hopefully solved the issue of Red players teleporting to final spawn after C is closed off
D Changes:
  • Closed off an entrance to the building to make Blu's flank a bit slower
  • Redid the room to the left so Red has highground to attack Blu from
  • Shorten the final area
  • Mini-rework to the area to the right of red spawn
  • Removed a health pack and ammo kit
  • Mini detailing to Red's Final Spawn
  • Reduced the length of the area outside Blu's initial spawn and C -> D
  • Added a shortcut in Blu Spawn that opens once A is captured
  • Adjustments to respawns for B and C
  • Made minor changes to spawn.
  • HOPEFULLY fixed the issue of a team building in spawn doors by using nobuilds around the doors
  • Reworked B
    • Hopefully reduces flanking of red and the openness of the general area.
  • A Changes
    • Added an additional flank that opens after A is capped.
    • Reduced Respawn time for Blu after A is capped.
  • A Changes
    • Added a side exit Blu can take from their first spawn
    • Shortened the general area
    • Moved the ammo and health pack in the cave to outside
  • B Changes
    • Reverted the change where the door opens when the cart is close, now opens once B is capped
    • Hopefully fixed the issue where players would get stuck in spawn doors once B is capped
  • C Changes
    • Shortened some areas
  • D Changes
    • Adjusted the sign outside of spawn so players can't hop over a fence
    • Added windows so players can see the alternate route
    • Lowered a window at final for a sentry spot
  • Reworked D
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  • A Changes
    • Blu starts at slightly higher ground now.
    • Changed the ammo kit in the cave from medium to small.
  • B Changes
    • Readded the side route to B point but made some adjustments
    • Red spawns a bit back from the door
    • Moved the activation for the doors opening a bit further
      • (May rework this area as well)
  • C Changes
    • Added a route to get back from the dropdown for Red
    • Closed off a route with a door, opens after C is capped
  • D Changes
    • Reduced Blu's Respawn Time to 2
    • D now has a delay mechanic