A4 is finally released, with some big changes from a3! Please enjoy and read ahead for detailed changes, thanks for the continued support! <3
Change Log:
Entire Map:
-Repacked the map, for smaller file size
-Updated global enviroment lighting
-Updated map-logic for spawn-points
1st Point
-Blue have more of a built spawn, able to push from two doors easier and leave first slightly better.
-More cover added to first cart spawn.
-Added props on high ground to clutter defense abit.
-Detailed some lower ground towards 1st capture point.
-Expanded flank route, including more cover and a detailed egyptian connector.
2nd Point
-Added a blinking light, which will push RED spawn back when capturing 1st point, making for more even combat. (Preventing spawning behind the cart)
-Added a new high-ground route for Blue to push from.
-Added cover at RED 1st spawn to prevent spawn-camping.
-Added a new indoor connector, for BLU to use as a flank, or RED to defend 2nd point HQ from.
-Removed a ramp under dropdown, and added sandstone blocks to make high-ground slightly longer to reach for RED.
3rd Point
-Expanded cover, and changed the top of ramp.
-RED Spawn is covered with egyptian-themed tarp, and cart now rolls through a covered wooden-section. (All clipped hopefully right)
-Added a small new high-ground, allowing a new flank for BLU team when pushing to 3rd point.
-Fenced off the pillars, allowing for smoother encounters.
-Added sand displacements for height variation.
-Included a Miners Barracks sign, because I found it funny.
-Fixed clipping on C ramp.
-Added a new backwards spawn, in the RED Mining Valley section, allowing for easier holds than running all the way to 3rd from Final Point.
Final Point
-Added cover, cart bends and health-packs to the 3rd point, allowing for a more fast set-up outside last.
-Blocked up some of the water, and added an access point to both the sphinx's paw-sides, negating spam.
-Added direct line of sight cover and detail to the front of the sphinx.
-Added a new right-side entrance into last, preventing RED choke spamming to victory. (Thank you Sofa King for the suggestion)
-Changed lighting into last.
-Fenced off the ambassador/force-a-nature ledge, and clipped it accordingly.
-Removed wooden prop inside the shipping crate.
-Made the ghosts even scarier.
-Removed Herobrine.
Please note, final point is the last point that hasn't had much changes, and I still want to tweak how it plays and feels. More feedback/suggestions are super appriciated in discussion or comments.