pl_sunsetbaytown

pl_sunsetbaytown A12_A

For some reason the backward spawn for RED (Ie. Point D spawn) would remain active between rounds. I think I fixed it but if it happens let me know ASAP!
Hotfix:
  • Added spectator cameras (WHOOPSIE!)
  • Removed accidental old version that I accidentally packed alongside the proper version.
It's finally a playable map folks! I plan to try and submit it for the next NA Gameday that I can, and see what needs fixing.

Main changes include:
  • Spawns now work properly
  • Pickups have been added
  • Mild Rework to some areas
  • Engineer given some love (Point A especially... Engi couldn't build anywhere effectively)
  • Adjusted time awarded
  • Signs!
  • A couple added platforms to the Clocktower area
  • Clipping Regions added (No leaving the map folks!).
    • However, with some creative jumping you can go around the first building over the ocean still. BASE JUMPER RECOMMENDED IF YOU WANT TO ATTEMPT THIS!
I hope to see how people enjoy this map now!
  • Updated Point D to have new final cap (cart now drops into the tower, which is a killzone pit)
  • Added Forward BLU Spawn and Backward RED Spawn (Tied to Point B)
  • Improved Lighthouse area including:
    • New Boathouse
    • BLU Forward Spawn + updated entryway to side building
    • Sightline blockers
  • Props around the map to break up areas (Namely at Point D)
Point D now exists (main layout and tracks)
Point C has tracks
Some scaling changes around Point C