Orleans A5

A payload rail running through a sunny port-side town.

  1. Stuff

    -Altered the open window between Blu's spawn and Point A to instead be a small skyway with windows aligned with the payload track, in order to (hopefully) have the route flow toward A better (and it let me put a clip on to to block flying players).
    -Fixed how the cart is enabled and disabled at the wooden gate
    -Took the lower route to D from the two-story metal building and altered it to redirect to the payload track instead
    -Took the upper route (nearby the previous bullet's...
  2. smol

    -Made the interior of the route to the railing balcony at C one-way to prevent deep flanks from RED
    -Straightened the payload tracks through the big doorway between A and B
    -Changed the static wooden doors into a door that starts closed by default and opens when the cart gets near (the cart is halted until it fully opens)
    -Removed the weird concrete mass jutting out of the ale house
  3. Textures and some other stuff

    -Textures (except at D, no idea what I wanna do there yet)
    -Boat at A/B is a bit more complex geometry and texture-wise (still need to the control room thing, the boat is modeled after the skybox model used on Granary, Upward, and other maps)
    -The area above Red's initial spawn is now completely indoors and completely inaccessible until B is capped
    -The balcony at C with the railings now has a staircase leading up to it.
    -A slanted roof between Blu's spawn and A no longer has...
  4. A3

    -Adjusted respawn times across the board
    -Red is now force-respawned (not killed and respawned, mind you) every time a point is captured. This should make defending certain points easier.
    -The caps on the sewer pipe tunnel (B to C) are now non-solid (the stack of crates going to the window into C has been rearranged to compensate)
    -The sewer tunnel is not nearly as bright as it was before
    -The door to the Red-favored balcony at C now closes when C is capped
    -Adjusted the positions...
  5. whoops

    didnt upload the newest version right
  6. A2

    -Unlocked the door on the first floor of the ale house
    -Moved point A to be in front of the aforementioned door
    -Made the port/B area slightly longer and added a new building (bell tower w/ wooden gate) to increase the distance between A's new location and B
    -Made the door that opens when B is capped more obvious that it's for that purpose (previously it was a well shutter door)
    -Adjusted spawning locations in Red's initial spawn; made them face the door leading to A directly at...
  7. fixed spawns

  8. fml