Pl_Canal

Past 72hr Jam Entry Pl_Canal 6

Changes
- Changed Water texture in every area except 4th to be non-expensive water to help with performance issues
- Added more Fences to last point to help prevent Camping and to break Sniper sightlines
- Changed all but 3 Health and Ammo Packs from full to either Medium or Small Respectively
- Made it so the Gate in the Middle of 4th Area opens up for Blue to Flank Red once Blue Caps 4th



Fixed Bugs
- Fixed the hole in the 4th area that players could get stuck in

- Added a resupply Cabinet to Red's 3rd Spawn

- Fixed 2nd Blue Spawn's and 2nd Red Spawns Teleport Trigger

- Added Player Clips to the Roof Section on 3rd Point and the Roof area between 3rd and 4th

- Added No_Build Triggers to the Tunnels between 1st and 2nd

- Fixed The River on last players where players could get stuck in forcing them to kill bind to get out

- Fixed Minor Brush Clipping Issues

- Fixed Minor Texturing Issues

- Fixed Minor Lighting issues

This update fixes every known bug i know of in the map

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Major Changes to the fundamentals of the Map
-Turned the map from 4 Points to 6 Points
-Added A New Dam / Power Plant Area Inbetween 3rd and 5th Point where the Track Completely underwater
-Completely Reworked Last Point to wrap around in on itself, also Now is Indoors along with 5th Point

Major Changes to the Area inbetween 1st and 2nd
-Changed the Area So the Cart wraps around the "Tower/Pillar" in the the area then continues on as it has in previous versions
-Detailed the Area somewhat with plants, rocks and other minor props
-Added a Blue Spawn that activates once Blue Caps 1st

Major Changes to 3rd Point
-was 2nd Point now is 3rd Point
-Added Additional Buildings Above 3rd Point for blue to attack from as well as holding their new spawn once Blue Caps 3rd
-Changed 2nd Red Spawn to be more indoors to prevent Snipers and scorch shot Pyros from Camping
-Added Additional Buildings on red side for Red to defend, they also lead into Blues buildings to Counter Attack
-Added A Tunnel that Empty's out right before 3rd point for Blue to Flank Red as well as for Red to Potentially Counter Attack

Addition of 4th Point
-Added A New Dam / Power Plant Area Inbetween 3rd and 5th Point where the Track Completely underwater
-Has A Side Area that's completely inside for Blue to Flank Red
-Once Blue Caps 3rd, Red Moves to their New Spawn in the middle of this Area, has 3 Doors

Changes to 5th Point
-Was 3rd Point, now is 5th Point
-Detailed the point Massively
-Added an Additional Flank route for Blue that leads into 5th as well as into 6th/Last

Major Changes to Last
-Was 4th Point, now is 6th
-Made the Track Longer and now wraps in on itself and around Reds new last Point
-Added a Sewer pipe that has Water to make a mini River

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Bugs
-There is a hole in the 4th area that players may get stuck in, i added a ledge to try to fix it but it only somewhat helped, players can still get out if you go to the corners of the area or if you are a Scout

-i Forgot to add a resupply Cabinet to Red's 3rd Spawn

-I added Triggers to all the spawn rooms that activate once Blue Caps Certain Points but the Ones For Blue's 2nd Spawn and Red's 2nd Spawn Don't Seem to work for Some reason, the rest do, will look into in the next update

-Forgot to Add Player Clips to the Roof Section on 3rd Point and the Tunnels between 1st and 2nd

-The River on last players can get stuck in forcing them to kill bind to get out (I Thought i made the area big enough to crouch out but apparently not

I Will Try to Patch these bugs in a update that should come out in around a week or so, also sorry it's been a month since the last update, Mixture of school, Work and other things prevented me from posting. also there was a bug with the Water where you couldn't see it like the map was leaking but my compile didn't get me any leak notices, it was like that for a month and then yesterday it just randomly fixed itself so that's fun

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Major Update to the area Before and around 1st Point
-Added More water to the area right before Blue Spawn
-Added More Rocks to the area for more cover
-Added a Decent amount of Foliage to the area
-Added some waterfalls to the Area
-Added a little Nook into the wall for Snipers and Engineers
-Added Fence Walls to block a huge sniper sightline
-Added a Bomb Decoration with a trigger hurt box around it
-Added a Staircase to the Overhead Tunnels
-Added Additional Health and Ammo Kits to the Area
-Added a Wrap Around Overhang around the Giant Pillar in front of 1st Point

Major Update to Spawn Rooms for Both Teams
-Added a Blue Spawn Around 1st Point that Unlocks once Blue Captures 1st Point
-Minor Decoration to Blues 2nd Spawn Room
-Once Blue Captures 1st Point, Red Moves to a Spawn Room Around 2nd Point
-Once Blue Captures 2nd Point, Red Moves Back to Last Spawn and Blue Starts Spawning in Reds old 2nd Spawn Room
-Once Blue Captures 3rd They Start Spawning in a New Spawn Room around the Exit to the Dam Area


-Added Additional Fence Walls around the Sewer Connecting Second Point to First for Cover for the Approaching Red While defending and Blue While Attacking as well as to Break Sniper Sight Lines

-Added Additional Waterfalls to The Dam Area as Well as the Pipe to 3rd Point

-Some Waterfalls Poke Through walls to other areas, will be fixed in next update
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Bugs

-Occasionally Blue Spawns in an Old Spawn Room when they should be Spawning in a more Forward Spawn, i Don't know what the Problem is will try to fix in the next update

-Red Sometimes gets Trapped in 1st Spawn after Blu Caps 1st Point, again i don't know why, the Logic tells the game to kill them and spawn in the new spawn room and it works 80% but sometimes 1 or 2 players just don't get killed by the game and get trapped. will look into for next Update

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This Update was Worked on after the 72 hour Jam and should not be considered when Judged

Thank you to everyone that takes the time to view and download my map, if you do do this could you please Rate it and leave feedback. Even if its just a simple comment or you leave negative feedback. all is helpful, i only approve through criticism.

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-Added Env_soundscape to the Map

-Added 2nd Spawn Room for the red team just behind 1st Point

-Added Waterfall to the Waterlogged area after 2nd Point

-Added Additional Props around the 2nd Point

-Added Additional Lights in Darker Areas

-Added A drop off area in the tunnel around 1st point

-Added Props to the area just beyond 1st Point

-Added an additional story to the Building in-between Points 1 and 2

Completely overhaul of the area around last Point
-Added an additional exit out of reds last spawn
-Added 2 Additional Flank routes to prevent stalemates
-Added Heavy Decoration of the area
-Added a passage way between the flank on last and the tunnels between 1st and Second
-Added Additional Health and Ammo Packs

Probably some other things I missed
(this update was worked on after the jam's hours and should not be considered)

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-Added Water Around the Basin of Point 1

-Added Water Around the Basin of Point 3

-Added Additional structures, props and walls next to Point 2

-Changed Water's Texture from Powerhouse cheap water to 2fort Expensive Water

-Added More Health and Ammo Kits Around the Map

-Added Railings Around the Sewers between Points 1 and 2

-Added Props Around Point 3

-Fixed Minor Clipping issues around the Map

-Adjusted the Path Track for the cart in some places around the map Minorly

-Added Small Breaks in the Tunnels to prevent Snipers from Camping

-Added a texture to Blue's Spawn room doors

-Added a New Flank Route Between Point 2 and 3 as testing showed the area was hard for blue to cap without (And Quite Frankly still is a bit hard to Cap)

-Complete Overhaul of the Area between Point 2 and 3
~Added a Dam Like Area Flooded with water with Rocks jutting up from the Basin
~Added A Little more Verticality and Depth to the Payload Track Path
~Added A Building Along The Top Section of the Dam
~Added Stairs on Blues Side to Reach said Building on top of the Dam
~Minor Decoration of the Area with Props



(This Update was Worked on After the Jam Hours, it should not be considered when judged)

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