- General -​
  • Cleaned up some weird lighting issues.​
  • More detailing.​
  • Slightly adjusted the sun light to be less bright.​
- S1 -​
  • After capping A, a door on the left side near BLU spawn will open, giving Blu a safe route to the left flank.​
  • Gave Blu a one way door onto the high ground behind B, since it was too easy for Red to hold once they had control.​
  • After capping B, a security door will raise in the middle of the track, blocking the long sight line from the back of the C warehouse to the entrance of B from the ramp.​
  • Altered the right hand flank on C, defenders here should only be able to focus on either defending the flank or C, not both at the same time.​
  • Widened the left entrance into C.​
  • Altered the height of some ceilings.​
- General Changes -​
  • Early artpass, very rough and will most likely change.​
  • Replaced dev textures with proper textures.​
  • Adjusted health/ammo locations and sizes.​
- Stage 2 -​
  • Leaning into this card: Your map contains a delay mechanic.
    • Main routes/flanks to last are temporarily blocked by doors. Routes open once Blu push the bomb just past the second cap​
    • It takes around 15 seconds for the routes to open, gives Red some time to prepare on last.​
General:​
  • Experimenting with modified layouts for last on both stages.
  • Adjust heights of various walls​
  • other stuff i probably forgot about​
-Stage 1-​
  • Reduced size of BigDoor by 50%, blu should be able to setup shop right outside the door now.
-Stage 2-​
  • Removed left most spawn door on Red's last spawnroom.​
  • Move left flank on last forward, no longer directly to red spawn​
  • Simplified right hand flank on last.​
  • Added a third point to stage one, just outside of Big Door.
  • Raised the rock ceiling on the drop down near the spiral on 1st, so ya dont bump your head no more
  • Clipped some stuff
  • Cheeky bit of detailing
  • Made it clear that Red's door near spawn locks after capping first.
  • Blocked off flank that goes around the back of Red's building on 1st cap.
  • Adjusted the wall on Red's platform outside of Big Door, that space can't be seen directly from the ramp room anymore.
- Redesigned most areas
  • Turned on dark mode.
  • Added some additional flank routes.
  • Redesigned areas on both stages.
  • Moved Blu spawn buildings back abit.
  • Cart still jank

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Last version had a strange lighting issue
- Added some signage