Operandi

Operandi A14

-Did some textures on B
-Door to ramp room leading up to defense platform at A locks on cap C
-Other things that I forgot and I'm in a hurry again lmao
-Added pipe near bridge fence to emphasize that you can't go over the fence
-Made chain fence in B building into one-way window favoring offense
-Can't remember wtf else I did but I need to upload this thing quickly for the imp running as of uploading this update
Changelog:

General:
-Fixed some skybox brush-induced shadows
-Adjusted glass textures to be more consistent
-Adjusted some packs
-Adjusted stairs and ramps

A:
-Detailing
-Removed hanging platform in Dropdown
-Fixed part of a sign facing the wrong way

B:
-Made diagonal room in B yard into open rooftop
-Completely locked room containing cart track after the capture point, merged it with room containing the computers right next to it
-Made rooftop directly above aforementioned room into a room, added new stairs leading up to it from side area near chain fences

C:
-Added catwalk spanning from roof near giant window to battlements leading to aforementioned room

D:
-Adjusted cover

Screenshots:
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Changelog:
-Adjusted cover in Beacon
-Adjusted location of moving arrow sign on A
-Added prop cover to bottom of bridge railing
-Removed door from A alcove to B balcony
-Completely opened door directly left of train gate
-Added dropdown route from garage at BLU spawn yard to Under
Changelog:

General:
-Changed a bunch of window textures
-Other minor aesthetic tweaks

A:
-Added textures to BLU spawn for shits and giggles
-Made Beacon slightly larger and added a bit of cover props inside
-Added arrow signs under bridge that somewhat block passage underneath the bridge that lower on cap A (you'd have to be actively disobeying the signs to get past them)
-Added window looking into B yard from bridge alcove

B:
-General geometry tweaks (less catwalks, more indoors with cleaner shapes and larger doorways)
-Added large train gate that opens slowly, stalling the cart, that also opens several other doors on fully open
-Star door is now one of the aforementioned on-gate-fully-open doors
-New route from A alcove to high balcony in B building (also a gate door)

C:
-Added another door leading into the building containing the cart path into D that opens on cap C (there was no proper direct route into D following the cart path from the shortcut gate route)
-Shortcut gate from A to C now clearly states that it opens on cap C (still a one-way on C side though)
-Removed railing from diagonal ledge near the cap

D:
-Made windows from Alphabet (room connecting all 4 points w/ dropdown) open slightly to allow shots but not passage through them
-Added see-through cover to left-most stairs near RED spawn to compensate for newly-opened windows

Screenshots:
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Gameplay:
-Removed weird dropdown door between A bridge and B yard
-ACTUALLY fixed broken one-way door at B

Visual:
-Replaced board over static shutter at BLU spawn with hand signs
-Added a couple of hydro arrow signs to make the two signs previously present in BLU's spawn yard less lonely
-Door at B that opened on B cap now opens split sideways instead of downward, keeping consistent with the rest of the map
-Fixed broken one-way door at B
-Removed railing from C defensive ledge
-Fixed some other thing but can't remember what it was lmao
Changelog:

General:
-Added mullions to almost all windows to make it more obvious that they can't be jumped through

A:
-Slight quality of life changes in BLU initial spawn
-Removed shutter door route between RED battlements and Beacon/Window entirely
-Added textures to Under (room w/ computers under Beacon/Window), and a few things around the A area to make this room more obvious
-Changed windows at Beacon to be dark glass + window nearest the dead-end of the room has a single pane missing similar to Badwater Last window
-Gate connecting A to C that unlocks on C cap now also works as a one-way gate into A prior to A being capped

B:
-Added one-way route from under A bridge to right near the point that unlocks when the cart reaches the doorway into the B building (this is indicated by a set of star decals at the door and at the point on the track)
-Made pipe ramp up to defense ledge in B building into a more obvious ramp

C:
-Added glass window to cover building just outside the upper exit from B
-Changed pipe climbing into Queens (room w/ giant window) into a staircase to make route more obvious
-Locked room with payload track connecting C to D until C is capped

D:
-General geometry changes, including larger balcony above payload track w/ see-through grate and adjusted defense-side battlements
-Some decorative geometry changes, including skylight from Process/Gorge (will probably be changed to be unique later on if it isn't removed entirely)

-Other stuff that I forgot idk lmao

Screenshots:
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Changelog:

General:
-Adjusted RED spawn times, added forceinstantrespawns for RED to all points
-Health and ammo overhaul (reduced number and sizes, shifted some locations)
-All glass windows are now clear glass
-Made easter eggs more apparent
-Possibly more that I forgot

A:
-Made door into Dropdown from BLU spawn yard taller
-Added staircase-to-highground route to B yard from Dropdown that unlocks on cap A
-Opaque windows at Beacon are now clear glass instead (may be bad for optimization, we'll see)
-Removed one-way route into BLU spawn yard entirely

B:
-Removed offense-centric ramp up to CP building's upper offense door, added short (shorter than headglitch) cover wall to balcony near where aforementioned ramp was
-Added barrel to door that unlocks on cap A that connects A alcove to B yard
-Replaced shutter on upper CP building door with door that unlocks on cap A

C:
-Added window to cover structure above Secret (Secret = where L-shaped sheet metal used to be)
-Adjusted diagonal wall on the cliff to make the area near it less constricted
-Removed shutter from doorway near the partially-opened windows
-Removed shutter from doorway leading to the roof from Alphabet (room connecting D to A and C)

D:
-Adjusted railing window and added barrel to said window in Queens (room with the huge window)
-Door linking D to Alphabet now locks on cap C instead of perma-opening on cap C
-Added small balcony strip to wall near the yellow barrels
-Adjusted cover near ramp leading up to door to Alphabet
-Raised spawn area to height of the connecting balconies instead of being level with the upper floor (this should hopefully give RED a better holding spot while also forcing them to committing to blocking the payload)
-Changed RED spawn exits to be like Borneo's (splitting ways instead of both forward), added a third longways spawn exit going into a new closet-like room connecting old balconies to new raised spawn platform

Screenshots:
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-Actually added clipping to some stuff on BLU's spawn
-The rest of the unclipped stuff is now in a decorative area, simultaneously removing an empty and useless space from BLU's spawn from the playable area
-Fixed clipping near the new pipe at B
-Made shutter nearest to C slightly shorter so it makes more sense
-Adjusted sinage
-Fixed a shadow on a track prop
-Removed Herobrine