pullsnake

pullsnake a15

-made minor changes to C to see if it could work before destroying it completely
-made minor changes to B
-above two changes are about opening up chokes
-changed blue's respawn time on c
-changed the flank for b again
-clipped previously unclipped areas
-removed the instant respawn for red after point a is captured
-changed sightlines / prop placement in point a
-changed one of the rock quarries around point b to be a hoodoo (that can be used by demoknights)
-removed one of the flanks for point b
-added another route to the main flank at point b
-changed respawnwavetimes for when blue team starts their route to point b
-made minor edits to blue's 1st and 2nd spawn
-added a forceteam respawn for red after point a is capped
-lowered red's respawn time for point c
-made minor edits to c
-changed hatch to stand out more in the environment
-slightly lowered the balcony / changed its shape
-changed one of the routes to prevent sightlines
-added fencing to the flank at point b + made it wider+ changed the staircase to the end of the flank
-added an ammo pack at point b
-lit up some previously darkened areas
-clipped the hallway at point a properly
-straightened out the track / removed redundant path_track entities
-experimented with the routing on C
-modified respawn times on C and B
-changed the side route for B dramatically
-changed item placements
-changed respawn wave timer for red on b
-changed time added for each of the points
-added stairs to c
-changed some areas between A and B
-added a health kit to the flank at C
-fixed my skybox brushes finally (mostly), it was a mistake on my end
-changed routing at c & a
-changed respawn timers again
-changed pickup placement
-mitigated sightlines that seemed to have been causing issues
-opened up some chokes at point B
-modified some areas to be less zig zaggy / more intuitive (the flank at B)
-raised the height of certain objects at B to give blue team a better viewpoint of the red team's high ground
-changed respawn timers for A and B (reduced for A, increased for B)
-mitigated sightlines at C and A
-changed the flank at C to make it easier to get control of
-modified the lighting even further
-made changes to the flank routes at B
-capping B now adds more time
-changed the final point area to be more open for defenders, while adding a chokepoint with the intent to prevent them from escaping and pushing back too far
-removed most of the shielding from the balcony at c and changed the routing towards it
-shrunk red team's 2nd spawn to give them a better
-pushed the point for b back a tiny amount