Precipice Event

Precipice Event 01-01-19

LAYOUT CHANGES:
-The entrance leading to the final cap has been narrowed.
-Added signage and door blockers to help direct players thruout the map
-Clipped some perch points players should not have been able to access
-Steadily "halloweened" the map in terms od detail and art. More to come soon.

ART:
-Added new fx to the cauldron cart for when it stops and starts movement.
-Added a fx effect when players land on the cauldron cart
-Aadded some new effects to the 3dskybox, specifcally over the final cap potion.
LAYOUT CHANGES:
-Removed lower cliff paths. Was too strong of a flank, for blue early on, useless as a push route toward end cap D.
-Adjusted forward spawn exits to now outlet to the connector between A and B
-Added a door blocker to the one-way door in connector. This blocks the one-way after cap A is taken by blue, preventing red from getting behind blu as they push cap B.
-Added a mini spawn for blu. Blu gets access to this spawn after they cap B.
-Changed forward spawn ownership after cap B. On cap of B by blu, forward spawn remains dormant for either team. Blu gets access to foward spawn after capping C.
-Simplified cap D routes and rooms. The skybridge providing blu a flank onto the point is now gone. This should give blu and red a much more defined battle line, helping identify where to expect blu to enter the cap for red, and what areas red can occupy to defend the cap against blu.
-Added additonal lighting to cap D to even out readability
-Added lights in the cave that houses cap C. Readability improvement, etc
-Added Signage for each cap, helping to direct players. (big goof that we didn't have this earlier)

MISC:
-Removed collision on handrails (whoops)
-Removed collision on window models.
-Cleaned up player clipping on mutliple areas thruout the map where players would snag doorway beams
Changed the layout a bit and refined visuals more.
Properly fixed the lighting for LDR.
Possibly fixed issues with lighting in the map while HDR is disabled.