Outlaw (Stage 1)

Multi Stage Outlaw (Stage 1) a20

Changelog:
-Updated map name from machems (dev name) to Outlaw (cool and based name)
-Slightly lowered RED respawn times on both points
-Train speed increased from 460units to 500units
-Altered blue metal building to have second-floor opening near main alleyway; hopefully this can finally encourage RED to hold forward a bit more
-Increased ammo near aforementioned changed from medium to full
-Added crate near stairs to main sentry spot at A to make a certain sentry spot less awkward for BLU to counter
-Added slow shutter to door connecting saloon to the concrete stuff leading to the one-way to encourage funneling through main rough more (this was originally why almost all of the doors on the saloon were slow doors, so this change aims to re-add this aspect of the saloon while still letting BLU enter it as soon as A is capped)
-Fixed a crack sightline over the train gates that let snipers snipe B from BLU's spawn yard (how the FUCK did I not find this sightline earlier??); this also fixes demos and such lobbing projectiles over the gates
-Map is now fully-textured (but definitely not fully-detailed, and many textures are certainly not final)
-Started actually prepping for Stage 2.
-No swimming

Nearly at a point where I can confidently start working on Stage 2! Please give me your thoughts, especially on B, so that this can happen sooner! <3
-Added storm shelter route thing to B point house basement and extended the basement as a result
-Locked full health/ammo in shack on B hill behind a door that opens very slowly after A is capped, hopefully to deter defenders from abusing it
-Fixed things that I can't be fucked to remember right now

also meant to update the screenshots this version but i'm having a rough night and once again couldn't be fucked
-Fixed some detail shit
-Fixed some skybox shit
-Fixed fucked displacement on B
-Clipping

no idea why i made it a9 and not a8a but whatever
Changelog:
-Added new staircase into full health/ammo corridor at A to give defenders more forward-hold potential
-Replaced cliff with health and ammo on hill leading to B with a shack with health and ammo inside it (the health has also been upgraded back to full cause why the hell not)
-Redid interior geometry of B building (next to cap zone) to be less jank and give attackers better avenues of attack, including a new all class-accessible balcony replacing the jump-accessible roof near the cap zone; this can be used both by attackers to get highground over B and defenders (snipers in particular)
-Once again moved one-way door to the doorway overlooking the train tracks instead of the lower door, also sealed the open window and removed the shelf from the room to give BLU a better foothold in the room
-Replaced staircase up to B for defenders with a gravel pile to make getting on B for both teams less cumbersome as well as (hopefully) reduce Heavy head-peak awkwardness
-Replaced cover wall w/ benches outside RED spawn with a small shack thing on stilts
-Added more Spy Shrubs™
-Increased setup time from 70sec to 75sec
-More detailing
-Brightened several areas
-Clipping fixes
-Other stuff I forgot lmao
Changelog:
-Pushed RED spawn back a bit to give concrete more room for both teams
-Decreased train cooldown again from 30sec to 20sec
-B cap time decreased from 7sec to 6sec
-Redid B roof place thing whatever again; is now a second floor (indoors) instead of a roof; features doorway parallel to tracks and a window facing the point with a shelf for cover
-Moved the one-way door yet again
-Reduced full health near B hill from to medium
-A lot of texturework/detailing out of boredom, mainly at A
-Replaced Frontline assets with brushwork to avoid future headaches
-Cummy's Burgers left the game [disconnect by user]
-I don't remember what else I did lmao
Changelog:
-Remade RED's spawn and spawn area such that its Spawn -> Lobby -> Outside rather than just Spawn -> Outside; this should hopefully make spawncamping both less of an issue, less viable, and not as necessary to cap B as it was before
-Additionally, added some space near RED's spawn and B cap zone to give RED an alternate exit and to prepare for the development of Stage 2 (also readded the previously removed medium ammo from the nearby area)
-Train summon cooldown reduced from 60sec to 30sec
-Made flashing train lights last longer for clarity
-B cap time reduced from 9sec to 7sec
-Made B cap zone wider and the platform its on slightly even wider
-Redid cover on B cap zone and on BLU highground roof to make cap zone sentry spot less nasty and more easily taken out
-Added much more direct staircase up to the cap zone; this combined with prior changes may open some bad sightlines for RED so we'll see how it pans out; slightly lowered the max height of the hill to B to make new sightlines less awkward
-Readded a gate to the outermost doorframe into the boiler room behind B that's closed when the train isn't going through
-Made vertical slow shutters much slower
-Readded BLU roof one-way gate
-Added cover fence near full packs behind B hill
-Removed gap in top of chickenwire wall at A
-Minor detailing stuff
Changelog:
The Train:
-Redid how the train works; instead of being summoned on a fixed timer once A is capped, the train is only summoned when the BLU team is trying to capture B, and has a cooldown, all of which indicated by colored lights:
--Red: The train is unable to be summoned at all; when A is capped, the light will turn Green, and won't turn Red again for the rest of the round
--Green: The train is able to be summoned; once someone on BLU touches B in this state, the train will arrive, and upon passing through the first gate, the light will turn Yellow
--Yellow: The train is on cooldown for 60 seconds, unable to be summoned in this state; once a minute has passed, the light will revert back to Green and the train will be available to be summoned again

The rest of the map:
-Made one of the windows in the saloon see-through
-Near the saloon window that wasn't made see-through, adjusted tables/stools to make hiding between them much less viable
-Made the space between the two train gates inside the gameplay space entirely indoors
-Replaced one-way door with another slow door (two-way once open) and adjusted staircase in connected room to be less chunky
-Shifted train gate at the very end of the track deeper into the building and added a small stairwell/boiler room connecting this new playable space to the building immediately next to B; this will hopefully give BLU players riding the train a better final destination when trying to assault the point
-Increased B cap time from 9sec to 12sec
-Removed stray medium ammo pack between RED spawn and B (both to compensate for some previous changes and to prepare for building Stage 2)
-Fixed clipping on shoddy wooden fences near BLU spawn
-Some other minor geometry and lighting tweaks
-Did some very very minor OOB detailing

If I can at the very least get B to play satisfactorily, I might begin work on Stage 2 soon(ish)! Stay tuned!
Changelog:
-Increased RED spawn time for both points
-Decreased A cap time to 9sec from 12sec
-Increased setup time from 65sec to 70sec to (maybe????) encourage forward-holding
-Added stairs back to weird short dropdown in blue building at A
-Removed disgusting crates near sentry spot on A
-Added gap above chickenwire parallel to main alleyway to make spamming RED sentry nest easier
-Added window to Red Shed building to make surprise RED attacks from it less effective
-Shifted windows in apartment building at A to make it more difficult to spam for RED and give BLU a better angle on the main sentry spot
-Yeeted balcony prop near Red Bread to remove weird unbased cover for RED (remnants of it are now buried in the gravel below)
-Adjusted garage building connecting A and B areas to make corner teleports somewhat less effective and hopefully make BLU spies more effective at taking them out, and to make it easier for BLU to use in general
-Fixed missing clip brush over Red Shed
-Added lights to skybridge on BLU to make snipers on it more visible
-Increased B cap time from 6sec to 9sec
-idk what else lol
Changelog:
-Made setup timer 5 seconds longer
-Redid skybridge on blue building to be lower and more open
-Added window room at A to make spamming main defense spots easier
-Redid connector from Red Shed building to roof of Red Bread building to be a room instead of a corridor (this room connects to new aforementioned window room as well)
-Fixed train death collisions (hopefully for real this time)
-Fixed fucked one-way door and added another slow door nearby
-uhhhhhhhhhhhhhhhhhhhhhhhhhhh
Changelog:
A:
-Closed skybridge sightline window with glass
-Replaced perpendicular stairs in same building with a dropdown to reduce camping from RED
-Added cover to main death alley
-Increased cap time from 10sec to 12sec
-Capping starts the train timer after a 2 second delay instead of instantly
B:
-Fixed floating point hologram
-Added stairs to railing ledge in point building
-Redid routing to short highground roof across from RED spawn; now requires entry into the one-way door room (the one-way has been moved to the entrance door instead of the exit)
-Made slow vertical shutters in saloon a bit slower and moved the one closer to the point to the former one-way door location
-Raised up a rock to reduce confusion
General:
-Adjusted some packs
-Adjusted train timer to be slightly shorter
-Added point names
-(Hopefully) fixed train death triggers
-Brightened window textures that aren't on spawnrooms
-More I can't remember idk lol