Re-added nostrils with changes to 2nd
(Allows for crossfire to hopefully push red out of their standing)
Fixed blue spawn shutter on 1st being openable by red team
Patched doorway pre-3rd
Packed custom soundscapes
Changed last highground
Detail to 1st, Trying things out.
beta but there are still dev textures: beta alpha
I don't think there will be reworks to the layout on 1st/2nd from here on out. I need to heavily focus on 3rd and last, and connectors...
Watch out for thorns!
Removed flank dropdown on 2nd
Enhanced flank route on 2nd
Reworked blue 1st spawnroom
Added highground on last for blue
Added incline rails on 3rd
Small changes allover
Added brainspawn on 1st
Closed 3rds far right door (2 choke 3rd now, lol)
Added far left stairs back on 3rd
Moved 1st forward a bit
Moved shutter on last to help defenders...?
Allow players to re-enter their spawn on 2nd
Added a quick route for blue on 2nd flank
various small tweaks
I feel uncomfortable about the flank on 2nd. its going to be busted my gut tells me that. To learn we must fail my friends.
An interpretation based off testco.tf feedback.
Thank you guys!!!
Gave cart space
Patched up awkward soldier spam angles into 1st building
Removed claustrophobic cover near bomb cart
Improved flow for red post 1st
Removed a lot of clutter near choke
Removed stairway near choke
(These were removed because they aided red team in having a bunch of angles to poke blue from)
Reworked flank room and flank...
Major last rework
Removed weird post 2nd spawn system
Added solid cover to 1st
Widened 1st main choke
Added crate to corner of post 2nd choke
Added 2 small hp/ammos near blue spawn
Greatly improved flow near a point
Added an escape route for engineers leaving the point
Pullet in combat near A door
Cut out crossfire sniping spot into A
Fixed awkward mini-sentry spot near b
Improved flow in apartments
Pulled in combat post 1st
Added 2nd right route for blue to push (Nostrils)
Added small hp med ammo to post 1st
Added cover to apartments flank route
Removed one way window
Opened up old 'dynamic' windows all the time...
Adjusted hedge clipping
Adjusted post 1st bullet blocking all over
Closed grenade gobble spots
Moved red spawn further back
Remade apartments spiral staircase room
(Not 100% on this, but it is an improvement none the less)
Adjusted flank cover
Adjusted left pits cover / spotting
Closed grenade gobble spots
Overhauled sniper sightlines in and out of...Mâché thanked this.
Lots of small changes. rushed.
Work on last and stuff...
Moved 1st point back to a5 pos
Moved mediums around so deep flanking players post 2nd bleed out easily and post 1st forward hold is discouraged
Added windows that open post b capture allowing blue to gain access to the left room easily
(Might make these windows open at all times)
Moved cover all around
Made arch room super super wide (Like super super super...
Moved 1st point forward
Grate in 1st barn
added 2 exits to every spawn
(besides red 2nd)
Added more arrows to funnel players
Expanded windows on 2nd to watch flank players
locked last shutter door
Small clips all over
Small tweaks all over
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