Haywire

Haywire RC5

- Cow Jail no longer can be built in and you can no longer stand on the edge of the gate
- cleaned up an ugly brush
I decided to call the alpha phase off and move to beta. Gameplaywise the map seems to be in a stable spot, however I will continue to make gameplay-adjustments when seen necessary, of course.
With the jump to beta comes mostly textures for everything to the map doesnt look like a blocky mess, however smaller gameplay adjustments have been made aswell to make some stuff more balanced. The full changelog can be read below.

- Textures for everything! Of course a lot of things will continue to look sloppy, especially the "stairs" which are just slopes, but there are no longer dev textures anywhere.
- Adjusted RED and BLU respawn times.
- BLU now received less time from capping first and second to prevent 9 minute last holds.
- The building with the tunnel at last has been expanded in size and generally reworked.
-- the "walls" before it have been removed as a consequence.
- The middle tower at last no longer has a "door" to its left side and now simply has a pillar there to prevent a claustrophic and generally awkward feel to it.
- Lots of ground has been replaced by dirt/grass.
- Payload Tracks for the entire map.
- The payload should now no longer defy gravity - and itll turn corners more smoothly as a bonus, too!
- Upon capping Second, Doors will now appear to block other spawn entries. Unless you actively try to go the wrong way now, it should be essentially impossible to miss the right path.
- Several playclips to make transitioning certain areas less blocky and weird.
- Cow Jail
-----------------------------------
I have updated the OP with new images of the Map aswell.
- Any Capture will now trigger an instant Team Respawn - this is to prevent rolls from BLU and to prevent BLU rolling 3rd.
- Adjusted Respawn Times on Last
- Moved several Health Packs
- started the texturing process
- Reworked BLU Spawns
- fixed extreme sightline on First
- Moved RED forward spawn back and added a ramp to the highground
- added a tunnel at Last to the main room
- added two windows at Last
- moved cart path out a bit to expand fighting room
- moved RED last spawn and expanded the baby door
- Got rid of several OP Sniper Sightlines
- Removed Drop-down at Second, replaced it with a staircase to the lower level, allowing RED also access, making the Area after first not as one sided.
- Moved some Ammo Packs away from their HP counterparts at First
- Increased some door sizes
- At the hut around Second, expanded above area and added a small door + bridge to it behind it for easier access
- Added another big "bridge" at Last
- Added stairs to the upper area at Last
-Reworked and almost completely rebuilt the last area
-adjusted timers accordingly
-Fixed several ugly brushes, still more to clean but unsure if I wanna keep those areas as they are
- slightly expanded a wall at BLU Spawn to block a sightline
- Moved BLU Spawn door to the right for more ways of defending
- Added Triggers to open the door after RED Secondary spawn enables, so you can leave spawn now if you are unfortunate enough to spawn there
-updated certain tiny ledges you'd stumble over
- closed some gaps

NOTE: Thanks for the feedback everyone! The last Test has been very helpful.

(The new Last)
20171219221916_1.jpg
- Fixed BLU spawning inside the RED Spawn after capturing second
- Added a new building at second for an alternative flanking route
- Added a rock and generally a bit more highground at second for more cover
- Expanded a variety of doors (including crouch door)
- Widened the area of the first Cap and added a new structure around the first Point/Spawn-shack
- Moved Payload further so its less hidden
- Added Arrows for both the RED and BLU team for less getting lost
- Changed RED and BLU Spawns:
--BLU's forward spawn has been replaced with a Shortcut door that gets unlocked after capping second
--RED's forward spawn has been moved back a bit
--Adjusted Respawn times accordingly
-Added nobuild to water area
-Added a big pillar with a Skull sign at the death pit for clearer visualization that its actually a death pit
- Added patches on the ground where drops spawn
- Added extra door at the building at Second for easier access to the payload
- Fixed several brushwork oddities
- Last has been reworked:
--Added several openings at the "Last-Shack"
--Expanded the tiny hut before it
--Added another Building
--gave RED access to the highground building
-- reworked outer-area to a larger "bumpy" area and added drops
--moved some drops
-probably some more stuff I forgot about
- Switched the wall textures from grey to a lighter grey for more tolerable testing
Less of an Update and more of a "This is an entirely new map inspired by the first" - it's less overscaled, less bad, and more better.

Hopefully.