geo changes:
- lowered the tower and moved it towards the middle house a bit
- added walls (with a window) on the tower on the two sides facing each team's exits into mid
- shrunk the towers on each side next to upper exit/big door, added a flat platform + lights
- extended the middle house towards mid a bit
- heighted and clipped the mid shed's roof
- clipped the planks going up each side of mid
- adjusted the boxes near the low exits so normal classes can actually jump on them (whoops...)
health/ammo pack changes:
- added a medium healthpack in the middle house
- changed the medium healthpacks in the fenced corners to small healthpacks
logic changes:
- reduced respawn wave times
- reduced cap time
misc notes:
- hopefully the reduced spawn wave times and cap time gives attackers more of an edge. If it doesn't work, perhaps redo the mid geo to reduce the distance/time it takes attackers to rotate between entrances to mid and/or make big door more pushable
- mid shed might need downscaling
- mid house doesn't see much fighting outside of occasional flank 1v1s, extended the room and added a healthpack as incentive. might just be too isolated to be an appealing route though
- the empty drop off next to the big doors seem awkward, will have to see if the change affects gameplay drastically
- maybe move the healthpack in the fenced off flank route, doesn't see much use outside of jumping soldiers
- maybe move the small health+ammo outside of main closer to lower exits. maybe remove the flank healthpack and put one in lower instead. so far it seems like there isn't a lot of appeal to pushing across from lower