Nixie

Multi Stage Nixie b1

Workshop release
Beta preview. Full artpass, both stages!
A:
-removed funny window
A:
-no changes

B:
-reworked red spawn and entry to point to feel more natural and separate main path from sentry nest
-flipped locations of basement and art gallery for thematic reasons
-opened basement route into sentry nest
-subtle adjustments to height variation for wheelchair accessibility
A:
-removed a health/ammo combo from canyon to make holds of A from the canyon more difficult
-changed health and ammo in low ground near point to mediums to give red some more resources for defense

B:
-pushed point further into room and to low ground to create sentry spot / red hold area, redid red routes into building to fit
-enclosed some flanks in rooms to make demo spam less effective and universal
-added trick jump for red up to display case area
OVERALL:
-more pseudodetailing
-brightened sun ambient
-adjusted small ammo locations for spy

A:
-added third route
-moved setup gates forward for better visibility out of spawn
-reduced area in corner for red to hold behind the point
-made point low ground area 128 units larger
-shrunk building ramp because it just felt too big
-changed small health on roof to small ammo

B:
-added rock arch over entrance to canyon to stop jumpers. I would prefer to still allow this, but it is currently too easy to backcap
-relocated forward spawn to hopefully be less campable
-slightly shrunk wall by cap zone to make corner capping less viable
-added medium ammo for red engies
A:
-adjusted red entrance to area so they are on low ground, helping ensure they cannot hold once the building is taken by blue
-redid blue approach to point
-removed basement
-lowered blue respawn time from 6 to 3

B:
-reworked building entirely to be considerably larger and have more distinct routes
-added blue forward spawn
A:
-closed a door so that red can lose ground gradually instead of all at once
-reworked lower spawn exit to provide more gameplay space and give snipers something to do
-closed the funny window
-added a funny window
-moved fence out a bit
-added platform near fence
-increased cap time from 15 to 20 to give red more time to set up after losing the point
-lowered blue respawn time from 8 back to 6

B:
-moved point further into building to make it less awkward to defend
-reworked upper route into building to give blue more of an advantage and make combat more interesting
-elongated building to give players more room to breathe
-reworked flanks
A:
-rerouted basement
-shrunk capzone

B:
-redo of point design to move CP to the center of the building and create more interesting gameplay spaces around it
A:
-changed respawn times from 6 to 8 (both teams)
-adjusted health in basement from small to medium
-added one-way window for defense to watch spawn from inside the building

B:
-fixed bug where respawn times got really long
-various visual changes in canyon for better readability and navigation
-small gameplay changes in canyon
-added another health/ammo combo to canyon
-adjusted ammo at building entrance from full to medium
-adjusted cover at building entrance to make approach easier for blue

PLAYTEST NOTES:
Does the walk for blue to point B feel like it takes too long?
Would you benefit from a forward spawn?