unknown.png


More detailing around last, disp work and stuff
unknown.png


Rose the shack up a bit

unknown.png


Blu has a new spawn (again) this time being enabled after B is capped

unknown.png


Adjusted all the ammo and health placements to be farther apart from each other

unknown.png


First has a new building
unknown.png


+Red has a new spawn- pushed farther back, along with some detailing and texture changes to make the layout easier to remember

unknown.png


With the contest being pretty close to finishing, I figured I might as well start

unknown.png


Ive detailed quite a few places to just get my foot in the door

unknown.png


+I've moved around A point, B point, and C point to try to space them out more evenly, with C point being directly outside of the cave at the end

unknown.png


+A point is now inside the cave

unknown.png


+B point is further into the cave

unknown.png


+There are now better signs available to help players navigate the map better

unknown.png


+ Added some more boxes

+ Can't really show this with pics but I did another clipping pass- certain props also have no collisions now

+Fixed trigger_teleport not working for Red spawns

474833118612946975.png
thanks 4 reading
unknown.png


+Blu's first area has been detailed more thoroughly and the shack has been replaced with a much more detailed version

unknown.png


+The area around C has been reworked, turns out I dont really need that area to be so straight since the first area already covers it. The dynamic door that was set in place has also been removed.

unknown.png
'

+Since I made the area tighter, I decided to make the area to the right bigger in general, hopefully helping people find themselves in better positions

unknown.png


+Blu spawn now has a fence, partly for detailing but also to give them some extra cover so they aren't spawncamped that hard

unknown.png


+Close to D theres a prop jump that all classes can now go up. I added this because I felt that the extra mobility would help blu find their way up the hill.

unknown.png


+Also around D; I edited the walls around the hill to block sightlines, and removed the lamp since it wasnt necessary.

unknown.png


+There is a new building next to the hill to partly block sightlines (again) and to give blu more cover to push

unknown.png


+Close to last, I added a skybox brush to block grenades from being spammed across the main pathway
unknown.png

New Changes as of A7:

unknown.png


+Red now has a wall separating their spawn from the main path and a new ramp for their other exit

unknown.png


+Blu has a new route that gives a height advantage for them at last

unknown.png


+A point's choke now has an additional door to give both teams some more space

unknown.png


+Fixed a dumb sightline around C

unknown.png


+Increased ammo supply around C, 2 new fulls and 3 medium ammo boxes are around C

unknown.png


+New small health and medium ammo around last

unknown.png


+The shack near first is now flat instead of having a sloped roof
unknown.png


New first area for blu to push through

unknown.png


New Blu spawn, moved to the side with better routes available

unknown.png


New Red spawn interior
unknown.png


New Red exterior next to last

hi.png
unknown.png


+added some boxes to block a sightline

unknown.png


+Blu now has a new route to get past D point, along with additional ammo where only health was at first.

+The health in the pit near D has been changed from a full to a medium hp pack
unknown.png


New forward spawn for Blu after D is capped. Blu spawns a lot closer to last now.

unknown.png


Some mild detailing across the map, just to stop things from always looking so gray.
unknown.png

Changelog:

-Removed Dogs

unknown.png


-Blocked sightline coming into last

unknown.png


-Removed a spawn that I felt was way too close to D point + last, blu was having too easy of a time pushing into last and it was causing frustration for red

unknown.png


-Moved Jills tribute and added a small health pack where it used to be to maybe help attackers

unknown.png


-Added a sightline blocker to fix a sightline into one of reds spawn. I kept it semi-transparent to let people know thats where they should go

-Added a sign outside of blu's forward spawn to help direct them to the next point

unknown.png


-Added a ramp and moved some walls around to help give blu more cover

unknown.png


-I disliked the dropdown red could use against blu at B so I removed it in place for another safer route.

unknown.png


-Also in that area, I fixed overlays not properly appearing on the brush and added additional cover and a window to see through (not shoot through) to help blu again.

unknown.png


-Added a pylon to block a sightline

unknown.png


-Added additional lighting in areas that needed them

unknown.png


Sideways Shot
unknown.png


Changes for a2:

unknown.png


Last has been increased in size and red now has a balcony looking at the cart

unknown.png


D's length has been shortened and moved closer towards C

unknown.png


The door after B is now partially see-through

unknown.png


There is also now a ramp at B to make transitioning easier

unknown.png


Due to lasts size, red spawn is now encroaching on blu spawn a bit

unknown.png


Blu spawn now is a lot less straightforward than before, this was made to block the sightline exiting spawn and to give blu a better shot at using the other route

unknown.png


Peer down at blu and revel in satisfaction in the new last spawn (note: blu doesnt spawn there any more at that point so you'd be peering down at your own failures)