Roamers were able to survive forever by jumping between medium packs on mid and second, and midfights were lasting a bit too long for my tastes, so I've reduced the amount of health on those points.
Also removed some weird geometry and fixed a missing texture.
Healthpacks on second/mid have been reworked:
-There is now only one medium healthpack in lobby (that one has been shifted closer to the middle of lobby). The other one that was closer to river has been moved onto second.
-The medium ammo on battlements has been removed.
-The small pack by the forward spawn has been moved in front of the middle choke, and given a small ammo pack on the snow pile.
-The small health and medium ammo pack on the left side (dev texture building) has been moved...
Reworked geometry on 2nd to hopefully encourage defenders to hold closer to the middle instead of hugging the right side.
This means that the packs in the right room has been moved closer to the defending side (to discourage pushing solely through the fastest route), putting the highground closer to the left side and removing the highground on the right side.
Also, due to popular demand, last has received an inkling of thought in regards to lighting so it's not "fullbright". Might be too...
Last has been redone again in accordance with feedback from TestCo.
The entrances into last's lobby have been squished together some so rotating does not take as long.
Changed the small ammo pack to a medium ammo pack.
Fixed some places that lacked playerclips, and added func_nobuilds to roofs.
The black roofed perch now has less surface area and standing there leaves you vulnerable to splash damage at all spots.
It's 2am. I'm tired.
In my opinion, the map received a downgrade in both visuals and function. But this version is supposed to help me gauge what functional ideas work and what doesn't so I'll refine them in the next version. Chances are before long I'll create this map on a fresh .vmf again because I'm starting to feel like the brushwork is getting unnecessarily cluttered from all the changes it's gone through. Anyways...
Mid's shrunken down a bit to get rid of dead space.
The platforms on...
- Made the map smaller overall by reducing the size of mid and one of the pathways from mid to 2nd
- Reduced sightlines on mid via a couple changes:
- Raised the point by a large amount so the whole area behaves more as a pyramid instead of a valley (can't wait to catch flak about this one)
- Rotated the forward spawn rooms and removed a ramp, which eliminates a popular sniper position while simultaneously makes it easier for players to navigate towards...