In this update:
---Point A---
-changed the layout of the right route, so as blu can push out easier, red cant set up there anymore ( too risky ).
-Shortened a few areas so the map doesnt feel too long.
- The hill near the water was changed, now it goes higher and encourages soldiers and demos to jump on top.
---Point C---
-Reworked almost the whole point. The layout and the idea of the point is similar as before but with a few changes.
-Now there is a left path that BLU can take, which leads to the high ground. Similar to Barnblits point B. It also has some health and ammo inside as well as the forward BLU spawn which gets activated when C is captured.
- Now there are 2 new holding areas over to point C which are a lot more obvious than before. Snipers can use both of them as well as engineers and the rest of the classes. Both spots have risks/rewards and teams can benefit if they use them right.
The first area on the right has a small health and a medium ammo pack on the high ground, but it's really exposed from the new route added and the lower route.
The second area Despite having a medium health and a full ammo pack inside , they are placed inside that small cave and blu team can easily access it as well if there is no defence from the first area mentioned before.
Notes:
I honestly have no clue if it's gonna play better or not. I think it's gonna be fun though. All the changes were made with a few things in mind so who knows. If point C suffers from not enough time to set up or something, I can add a quick route over to the high ground for Red team. Similar to Upward. We will see.
I dont have much to say, I hope I fixed C with the new update. I am really happy with how B is playing as of now, and in the next update I will focus more on A and D.
My goal is to make each and every point play well, at least make it fun. After I succeed with that I will start detailing.