Rebalanced pickup placement and level - thanks to @Lain and @Rhamkin for their help! I hid all pickups and had them mark where they'd feel pickups should be, highlighting where I was right/wrong.
Adjusted geo of the ship, particularly the cover walls of the bow. I lowered the walkable mast beam and added a small platform around the mast to make that highground more of a real space.
Raised and smoothed the path of the flying parrot, to better remove it from the gameplay space visually. It's just fun alpha flare.
Fixed minor clipping and trigger_push issues
The map is essentially artpass-ready. Ironing out any minor quirks or trying last minute tests otherwise map is headed into it's artpass with @Freyja in charge!
Opened lower deck of ship, allowing a route under the capture point from the front of the ship, to the captains quarters inside of cave (replacing the previous drop down stairs room beside point)
Adjusted clipping, terrain and props in various very minor ways
Added funny birds
Design is looking pretty solid and fun, will see how this lower deck route plays but I imagine it'll mean more use of cave - really looking for game breaking or bad balanced spots, there are still some sniper angles and boosts that are likely very punishing but since the map will be entirely remade with an artpass, its something I'd prefer to fix with artistic purpose rather than a quick clip brush.
Added a new raised route from lobby yard, over main, acting as highground over the mid exits of con and a staging ground for teams to regain control of their side.
Adjusted clipping and detail
Changed water texture Well's
Added overlay of Noodle to mid. She was a good cat
The top beam of the mast no longer has collision, instead of being a player clip into the sky
Fixed weird lookin ramp out of spawn
Really looking to find out if mid is fun currently, and if the sightlines are okay. I think mid feels much more safe and easy to navigate but there might be some sniper angles that are a tad too strong, and the changes to cavern have made the map feel kinda small to me, but maybe thats okay.
Reworked geo and cover on point and throughout mid to make mid less dangerous and eliminate a bad crossmap sightline
Widened doorways and paths in cave for less cramped traversal
Adjusted clipping around rocks
Clipped some cheeky palm tree perch spots (and added an easter egg to the one who found them)
Added rope fencing on cliff ledge to better read as out of bounds
No build added in deeper water
Patches under pickups
Shifted the small pickups through main connector slightly further from connector
Gave map a flat texture pass
Adjusted pirate building cluster detail
Gameplay signs to direct to the point
Fixed 3 visible no-draws
Considering lowering the base respawn wave time from 5 to 4.5 and changing the cap adjust value to 1.5 or 2 - It seemed like the team trying to retake mid would often be staggered, but I think that's likely a symptom of mid territory control being obviously better for the holders of the point, and therefore its deadly to enter mid without your whole team. Will see how it plays!
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