Gave the interior of the train's container cars some loving flourishes
The 3D skybox has received some extra detail to support the purpose of the finale
Added soundscapes (them not being present in B1 was an honest oversight)
Fixed a potentially very harmful logic issue where if you got on and off the train fast enough with the australium, it would continue going with no australium on it
Fixed an issue where BLU players would sometimes spawn in the RED team's spawn room
Fixed an issue where the train could be "unblocked" if the flag carrier dropped and re-picked-up the flag, or stepped off the train and then back on
Fixed an oversight where the flag would not actually set its return time to 10 seconds after returning
Added a pipe to allow players to more easily and safely rotate between the two different high ground buildings at the end of the bomb train's path
Added some detail to the white brick building at mid because it was probably the most barren area of the map before
Drastically darkened the four vertical spotlights on the floor of each team's spawn room
Fixed some minor texture alignment issues
Added some light props to some rooms that previously lacked visible light sources
Extended the train's capzone so players don't have any place to stand on the train flatcar that's not part of the capzone so the likelihood of them throwing by not realising they're not capping is smaller
Full artpass from the hideous, twisted mind of @Tiftid
Despite it being a full artpass, there are likely to be some areas that are overdetailed, underdetailed or poorly detailed, so your feedback will be greatly appreciated!
Added a cool outline effect on the train which starts when someone picks up the intelligence and changes colour depending on which team is actively pushing the train
Attempted to fix the logic issue from a5 where the train would refuse to move even if you stepped on it with the intelligence
Fixed another logic issue where the flag's return time would be set to 45 or 30 seconds instead of staying at the 10 seconds it was intended to be - this was because using the ShowTimer input to item_teamflag actually sets its return time as well
Minor gameplay differences have been introduced as a result of the artpass - this means you'll have slightly more cover than you did before in some areas
added shortcut spawn exit for both teams that unlocks when your team has pushed the train into enemy territory and locks when the enemy has pushed the train into your territory
added new stair room that allows players to reach the highground from a cubby on the lower part
major detailing improvements to the cap side of the map
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