In this update:
-----Point A-----
➤opened up the closed doors on the left side that lead to point B. Red can retreat from there if the need now.
➤Gave the right side for attackers more cover.
➤Fixed a sightline.
-----Point B-----
➤ Made the waterfall quieter
➤Placed shutter doors on the waterfall flank in order to simplify the layout when attacking B.
➤Also the first Blu forward spawn was moved closer.
➤Tweaked hp/ammo packs so there are fewer of them on B.
➤Made it possible as red to climb up to Red's hold without getting seen by the enemy blu sniper.
➤Made it possible to climb up to Blu's flank via a box jump.
➤Gave Red some more space.
➤Made the low ground with the waterfall and the hp/ammo packs less wide. Should make the catwalk route more viable now.
➤Buffed Blu's highground when they enter B. Now they have more space to move, as well as more to visibility. Snipers can benefit from that for sure. Other classes can choose to drop down and climb the catwalk route as mentioned above.
➤Added a rollback zone before cap B.
-----Point C-----
➤Brought back the staircase that Red could climb up to get to Blu's highground.
➤Blu's highground has more cover now, making it harder for snipers to get quick snipes with no risk.
➤Fixed a nasty sightline, Blu snipers could stand on that rock outside red's first spawn and could see until point D's left entrance.
➤Fixed being able to shoot through a small gap on the rock on Blu's highground.
➤Added a rock close to cap C in order to make the low ground flank more viable for Blu. Now a combo can walk past the defences without getting seen at all and can surprise Red from the side.
-----Point D-----
➤Opened up Blu's window in order to give another way for attacking Red's highground. It should help snipers and demos.
➤Also gave this window some cover so as not to make it over-powered for Red ( they could snipe Blu players when they enter the right route).
➤The building with the fan was changed a bit. Now instead of a window, there is a balcony with a platform connecting it with Red's main defence position. This should make the point more unique,flexible and enable quick rotations.
➤Fixed a clipping issue where jumping classes could stand on the clipping on the metal bars.
Notes:
So... like I said I can explain. Eruption got tested a few times in competitive and based on the feedback I made certain changes. Some people and I discussed this map in great detail and it looks like it has potential. Based on what they said the map is fun, has potential and it's cool. So I decided before releasing Beta 1 which I am working on, I could release a new alpha version where we could test some changes out and if they work I can just implement them into the existing b1 version I am working on for more than a month now.
Thank you to everyone who left feedback for me and helped me out. You guys are amazing.
Here's some progress of Beta 1: