pass_plexiglass

pass_plexiglass b6

MAJOR UPDATE BASED ON CUP FEEDBACK
------------a15 release------------
CHANGELOG:
-Corners are now curved surf ramps that provide an extension to the megaramps and lots of new options!
-Lowered shelves significantly and modified shelf geometry to flow smoothly with the megaramps
-Ultra pillars are now thicker
-Wall between shelf and goal is now unjumpable area to nerf simple wallshot bombs from shelf
-Jumpable area of mid wall has been dramatically shortened to nerf simple wallshot bombs from mid
-Removed divots
-Tweaked geometry of/adjusted position of self bomb fences
-Lower now has 1 phase wall instead of 2, and is a bit shorter
-Increased overall brightness of map somewhat and added some lights

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---------a14 release---------
-Fast art pass by Danmar33 for Draft Cup! (ty king)
-All ultra pillars are now same thickness (fixing a13 oversight)

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------------a13 release------------
CHANGELOG:
-Fixed standing in blu goal (again)
------------a12 release------------
CHANGELOG:
-Extended ultra pillars into skybox
-Basic art pass, including replacing all dev textures and adding a handful of props to help easily differentiate sides of the map

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------------a10 release------------
CHANGELOG:
-Nerfed side wall height significantly (~500hu) to be more in line with other maps and reduce strength of simple wallshot bombs
-Ultra pillars now extend into the skybox and are chunkier to also help discourage simple wallshot bombs
-Fixed goal again
-Added water in far side pits for better mobility + some unique self bomb opportunities
-Added medium health packs and small raised ground to shelf areas
-Added more geometry to the self bomb walls for another self bomb option

-Overall this update adds significant flexibility and depth to the map while nerfing some of the more boring ways to get a dunk on the goal. Excited for this one!

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------------a9 release------------
CHANGELOG:
-Completely reworked corner areas, should flow much better with rest of the map now

-Extended shelf so it's accessible with 1 non ctap jump from mid now

-Added pillars to self bomb walls

-Tweaked position of self bomb walls

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------------a8 release------------
CHANGELOG:
-Removed lower spawners, reinstated upper spawners (all balls will now spawn upper - left or right side).

-Upper spawners are now arena2 height for more intuitive winstrat/panacea timing from top mid

-Upper spawners now have leafs (since people were pulling from them anyways)

-Diving boards further narrowed to limit ability for players to stall on them
------------a7 release------------
CHANGELOG:
-Added lower area with glass that allows players through but prevents the jack from passing through. Includes water feature so defenders can rotate back at Mach 5 to have a fighting chance to defend cherrypicking enemies.

-Added self bomb walls near divots with space opened up by above change

-Improved goal geometry

-Added more ammo on the ground towards the corners

-Added rudimentary hurtbox at the very top of the map

-Added cool wedge thingies way above the goals so the Tier 6 jumpers can flex on the rest of us

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------------a6 release---------------
CHANGELOG:

-Nerfed medic jump pad trajectory and cooldown time (from 4 to 6 seconds per pad) to prevent infinite chaining between pads and reduce offensive power somewhat. With very precise movement it is still barely possible to chain two together from a certain angle.

-Fixed inconsistent goal behavior (ty Kaden)

-Fixed slight misalignment that could lead to players bonking their head where the high side walls meet the skybok (ty Russian)
-----------a5 release--------------
CHANGELOG:

-Added medic jump pads!

-Removed upper spawners

-Lower spawners now launch a bit higher

-Further cut down geometry on mid platforms, added more surf ramps around mid to further facilitate fast rotations

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