JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
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
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
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