Vitamin B3! Taking a break from this beast due to needing more time on black mesa helped give me a semi refreshed view on the map and make the changes necessary to bring it just a notch higher. I also have a bunch of new visual additions to the final area which is still a WIP. I cant wait to test these new gameplay changes.
Map general
-Reworked All red spawns
--A+B spawn shifted against interior temple wall and added about 1 second walk time to B
--C now has its own spawn which goes through the connector from D to C which closes upon C capture
-Increased fog distance for sniping at final
-Edited displacements all throughout map (still needs more work)
A
-Added a fence inbetween the left (as blue facing A) large obelisk and the tiny mid rock spire to make the area less of a "comb"
B
-Right entrance (as blu facing B) now has more cover for blu and a ramp back up to the ledge if you want to back track
-Left entrance into B now has more cover for blu and a further reaching mid flank
-Right hand side staircase to B now has a tiny red blocker so blu doesnt get creamed every five seconds there.
C
-Added right hand side (as blu facing C) elevated platform(with some cover) which leads to a small room and one way door for a blu holding room.
-Moved the point to be in the middle of the T-intersection of the pillar temple hallway and the entrance into D choke
-Reduced cap time from 20 seconds to 15
-Added a little chubby sentry spot immediately next to the point
D
-Added elevated platform for blu sniping into final area
-Relocated "D" sign to open up red sniping area into control point area
-Widened the mid path on the main corner into the final area
-Much more cover for blu secondary entrances into final point
My only prediction with the new spawns are a potential for C to be way too hard but well see what happens in testing.
More to do but almost done:
-3d skybox
-final detail pass
-final displacement pass
-finalize red spawns to start detail
-sound