+Added Patches to all health and ammo pickups.
+Added many playerclip brushes
*Widened ramp for payload before capture point C.
*Roofs are no longer thicc bois and are 4 HU thick.
*All doorways are now clipped so that entering and exiting is smooth and players cannot get caught.
*Map geometry changes to try and breakup sightlines even more
*Increase train speed slightly
*Train now appears more frequently
*Changing download page to include new screenshots of map.
Bug fix update for the payload respawning system. This time, it should no longer get stuck when certain edge cases happen.
For future reference for those who try and mimic my system, make sure that scripted movement and allowed player input cannot overlap. Else you get events called that break the system for handling the scripted event.
In this update, I scraped everything pass point B and started on it again, as what was there was horrible and didn't play well. Red should have a better time defending.
-Removed everything beyond cp B, and started working on it from scratch. (kept the exploding train though).
+ Readded point C.
+ Added Spraywalls.
+ Sightline Fixes? (Unless they were in a6)
-Removed Red's 2nd Spawn, now 2nd spawn is Red's 3rd spawn.
-Removed Sight line onto B for Red by adding more building to Long Roof and added World Geometry to block view.
-Removed B sign building and replaced it with a more interesting building.
-Removed Closed door between Blu spawn and A.
*Reworked health and ammo pickups.
+Added World Geometry at B.