pass_plexiglass

pass_plexiglass a14

-------------a3 release----------------
CHANGELOG:

-Lowered shelves+corresponding surf ramps significantly to make them easier to reach for defenders and in general

-Central glass texture is now much more visible

-Fixed bottom of goal blocking defending players unintentionally

-Made geometry behind goal look nice (for real this time)

-Diving board ledges are now extremely easy to splash someone off of

-Shrunk surf ramps on central plexiglass

-Added trimp ramps on top mid platform to aid demo rotations

-Slimmed down upper white ramps near ball spawners to open up rotation opportunities

-Added some ramp geometry at base of megaramps to aid rotations and open up new jump paths

-Changed pill positioning on low ground rampslide areas to help inform how to use them effectively

-Made glass self-bomb walls less long to account for other changes and open up the map a little

-Properly named ball spawners for blake's plugin

-Fixed goal visualizer issue (ty blake and exer!)

KNOWN ISSUES:

-Catapult positioning still sucks and is unintentionally assymetrical

-Catapult triggers are not properly named for blake's plugin yet

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CHANGELOG:
-Reduced map width by 192 hammer units on each side to bring the megaramps into play more consistently and increase value of rampsliding off the central area

-Made ramps on central area (orange+white) steeper and simplified some geometry to make rampsliding easier and more forgiving

-Added low ground geometry between mid and shelf on all sides to improve flow and assist with quick rotations (see picture)

-Added significantly more health packs (see picture)

-Fixed missing geometry behind goals and catapults

-Fixed spawn wall texture not having proper bounciness by changing texture

-Changed texture of low ground ramps to a greenish color for fast identification
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KNOWN ISSUES:

-Catapults not quite perfectly symmetrical; the right one lands a bit higher on the megaramp than the left one.
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