pl_spikyhats

pl_spikyhats _a1d

-Soft rework of the A backward hold with two main goals:
-Make Sniper more playable by both teams
-Make better use of the spiky hats
-Attempted to reduce confusion for RED players leaving spawn by relocating some arrows and reorienting some info_player_teamspawn entities

-RED now has a 9 second respawn wave time when defending C (up from 8)
-I'm not convinced any geometry changes would actually help

flandre_step01a_001.png

-Fixed an issue that could cause pickups to get stuck inside func_respawnroom entities and unable to be picked up - they will now simply return instead​

-Fixed an issue where there were func_respawnroom entities on the map, but they would refuse to work in some spawn rooms because their Team keyvalue was set to Any so they failed to detect any matching info_player_teamspawn​

-The payload cart will no longer rotate forward/backward - this means it's harder to get stuck in it when it goes down slopes​

-Brightened some egregiously dark areas​

-Fixed an issue that allowed players to stand on the roof of the A building​

-Fixed some texture alignment issues on same roof​


-Made it easier for BLU to access their alternate route to attack the C backward hold​


-Retextured some way-too-reflective windows at D​

-The logic that disables old RED spawn pickups after a point is capped is now willing to wait until the pickup returns to disable it​

-In practice this means you will no longer become unable to pick up pickups​

-There are now not one, but TWO failsafes that should prevent the issue where BLU could fell the tree at D without actually winning the round​

-There are a couple of extra ledges at C which might be fun​

-Adjusted the payload's turning control in hopes of solving its collision issues​