Petrichor

Petrichor a9

5 days short of a full year later, Finally took this off the backburner and finished the rework I had in progress.
Added THREE more points, for a total of six now.
Total push time 6:58
A: Push time 1:08

Moved spawns to an upper floor, allowing rotations without opening yourself up to sightline.
Added another exit to blue spawn on the right side.
Expanded far side of A next to blue spawn.

20220616024243_1.jpg


B: Push time 1:25

Total rework, Is now a two-layer area with the point inside it on the bottom floor.
Elevator has been made larger and slanted.
20220616024556_1.jpg


C: Push time 1:13

Exit to the tunnel and re-merging of the two layers

20220616024742_1.jpg


D: Push time 1:04

Wide, open point with large flanks, cart path leads into a long downward alley.
20220616024803_1.jpg


E: Push time 1:00

Cart is sunken in the ground, and is pushable by standing above it.
Re-merging into previous version's geometry.
20220616025231_1.jpg


F(inal): Push time 1:08

Mostly unchanged, Aside from being mirrored.
20220616025407_1.jpg
Added a forward exit to blue spawn
Removed the platform above blue spawn.
Moved A checkpoint towards blue a tad.
Changed the one-way at B to a door that closes when the lift reaches the bottom.
Removed most of the red upper balcony at C, leaving just around the spawn.
most of these changes are to B. there's some small changes to A like the shack being changed around, full helath to a medium and added a small health nearby.

B changes:
Added a one-way from the cubby by B to the midground to the side of the lift.
Removed the ramp from the overpass to the flank on red's side.
Shuffled around windows in the overpass so you can go through without peeking a sniper sightline.
Added some windows to drop down in the flank, from where the vent route leads out.
Pushed a medium health & ammo just around the corner to the action on red's side back, to the ramp elbow in the back of the room.
Slightly increased red's respawn time.
Some clipping, closed some windows on shack in front of blue spawn, fixed a sightline or two, fixed a bug, added some secrets.
Decided to do a larger tweak to B > C connector.
Changed cart path and extended blue's platform into the room, as well as gave them a little balcony in the wall above it.
Adjusted red's entrance into the building before the point, and changed around the red side of the pipe flank to make it harder to watch from the highground.
Now it should be much harder to guard it all at once!

Added a little shack past the lift, with a vent path with a dropdown into the next area.

Tweaked the B to C connector a bit
Put a more convenient rotation to the high ground on blue's side (also probably nice for spies when attacking B)
Added a little flank doorway leading just past the choke, to the lowground on the other side.
Rotated the ramp up to the highground just through the main choke.
Added a plank in the ditch in front of blue spawn to make it easier to retreat for red.
Added another land arch
Did some clipping fixes.

for B point.. a lot of changes.
Redid the room you between red spawn and B quite a bit
Removed the drop down / prop climb from B towards the lift.
Moved a doorway to give red easier access to the room on the top of the area.
Added a cubby with a full ammo across from the defense on the opposite side of B.

C, remade the B to C connector.
Snipped the netting linking to the red side of the area
Removed the one way from B to C and added another ramp into it in the main connector instead.
Tweaked the wide flank, adding a shack and making it exit onto the middle ground on red's side.
Widened some areas at A just a tad
Changed medium healthkit in the shack to a full
More room in the building in the middle of A, with a full ammo and some small health kits.
Extended the platform out more into the wide flank and added another ramp, replacing a wall

re-added upper blue entrance into last
lowered the wide flank, changed the border between it and last itself into a short wall you can go over.
added a tree you can climb up to the 'middle' floor on defense's side

did a little clipping pass, not comprehensive but I fixed a lot of things and a lot of stuff people pointed out
Small tweaks and bug fixes for A.
Added a little sniper balcony in the back of the area after A point.

Added more health to B proper, adjusted the attacker side doorway past the railing by B point, added an extra lowground area and walkway across in the back of the area.
Also added some textures to try and help the area be more distinct.

Changed up last, left side (attacker's view) is now lowground, wide cliff flank leads there.
small tweaks to A, better route into B, need more testing on C