Post contest update.
  • Flipped blu spawn's position relative to A. Routing should be a little nicer for the route to E now.
  • Redid red spawn exits onto A, B
  • Updated routing across the map
  • Further detailing
  • Finale particles
  • Help for red
  • Misc fixes
Hopefully this plays ok
Likely the final major release before the contest ends.
Main changes:
  • Major detailing updates
  • More geometry around the map to help deal with some ugly sightlines/sniper spots
  • Another route to B, and to E from the B lobby to help with rotations
  • Removed part of the ramp at E
  • Increased blu respawn times
  • Added a window in red first spawn so they can see E/their E highground to hopefully help against blu camping (I think red will need more help, however. I have some changes planned for this if it is the case)
  • Updated clipping and geometry throughout the map
  • Added a new doorway at C, increased C cap time
  • QOL changes around B's river area
Fixed missing assets on E and A
Fixed (hopefully) teleporting players into red spawn
Fixed minor clipping/brushwork issues
New lobby for blu at E
Lowered blu entry height at C
Shortened blu route to E/C via moving B and E both closer together
Shrunk E room size
Moved C closer to E

Hopes for this update: C is a harder cap, but E is now a bit easier
A becoming slightly easier, while B becomes a holdable point
More structured E pushes once A-C are capped
Updated routing around A and B, condensed routing around C and D to hopefully guide players better and remove a bit of unnecessary space.
Misc small changes (mostly detailing, some lighting)
A rework of the routing around A has been implemented, to allow for a significantly shorter red spawn and thus faster rotations from A to B (for when A is being captured) and A/B to E.
Red defence for B has hopefully been improved via routing changes - the red forward spawn is significantly smaller due to a repositioned A exit, and the frontline is a little more defined for B itself with some geometry changes on the blue approach. B may still roll - a slow opening door between A and B could be a solution (though not an elegant one).
A rework of the B->C/E lobby is aiming to stop red's aggressive forward hold of the area even after B has been captured.
Routing around D has gone through another iteration, and the A->D/E route has been reworked - both will hopefully improve the flow of the area a little. Fully prepared for it to still have issues unfortunately - D is an ongoing experiment, and I'm still not happy with the A->D/E route's location.
Geometry around last (red hold side) has been updated to fit the A->D route change, and the lower route back up to the middle route has been reinstated so engineers don't get stuck on the ring around last any more.

Hopefully these work together to improve the flow some more. Unfortunately, time is running short and thus detailing should probably start quite soon, meaning more of the geo will need to be locked in.
Major changes include:

Reworked B to better bridge height differences and tweak walk times for both teams.
Reworked D to allow space for RED to hold, and give room for the point.
Reworked RED's forward spawn to make routes more concise; less turning around.
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Moved A->E route to give a more defined hold to RED at E.
The roof has been ripped off BLU setup area, and the A half has been altered to accommodate these changes.
E's barrier has been reverted, and a gate has been introduced on the forward balcony to limit BLU until D is capped. some brushwork around E has been removed to allow less classes to access the point early.
A's point was lowered to incorperate it more with the surrounding gameplay space. A dropdown was added to the top of RED forward spawn to allow fast access from A to E, to stop early E caps.
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