- A one way shutter door for RED out for A through the lobby to roof. The shutter opens as usual on A capping.
- A sightline blocking fence facing the alley leading to B.
- A new forward spawn location for BLU on capping B.
- New catwalk added to the backside of Lunchbox by C. (Thanks Aero!)
- Widened catwalks outside of lunchbox leading towards C.
- Walls shifted to increase space in Under on the route to C.
- Alternate door into Boiler from BLU forward spawn. (Thanks Aero!)
- Stairs to the Engineer nest at C made double wide to prevent dispenser blocks.
- Small room added attaching the staircase directly to the back of the Engineer nest at C.
- Lots of small quality of life changes to clipping and spawn positions
Thanks for all the feedback coming out of the map's weeks in play! I greatly appreciate all the PM's, even the little stuff matters a lot!
Credit for this map is shared with Aero for letting me develop an alternate pl_badwater_pro with some of his changes included! This wouldn't have gotten off the ground without his help.
While testing is primarily concerned with gameplay at the moment, map optimization took a hit during the revamp. If you or your teammates experience excessive framerate issues, large framerate drops etc. please mention where on the map, preferably with a screenshot and it will be pushed into priority.
Focus is currently on balance for C, with some smaller changes on B. This focus may shift during the iteration process based on feedback.
Thanks a ton to whoever plays it, I'd be happy to take STV demos and POV demos for review, as well as screenshots of any issues you find.
Feedback is welcome!