pullsnake

pullsnake a15

-reduced time added for capturing each of the points
-simplified the last room
-changed geo for routes
-changed displacement at A
-extended point c's track
-modified geo
-removed flank on a point, reworked that area for something else
-cut out unnecessary routing in between point a and b
-changed lighting / skybox (temporary or experimental)
-changed respawn times slightly
-cut off certain areas from being accessed
-added rollback zones for b and c (experimental)
-modified routing at C, removed some paths also
-changed A, the right most spawn door is different to prevent sightline / spawncamping issues
-the high ground flank is now leveled, so red players can now access it, the difficulty of A point has risen dramatically, if it's too bad then i will revert it to how it was originally
-other geometry changes for sightline / directional reasons
-changed pickup placement
-fixed important visgroups being disabled
-fixed even more oversights regarding clipping, oops
-fixed network performance
-removed prophop
-fixed even more oversights
-mild changes to brushwork have been made
-changed respawn times for red on C
-fixed oversights with clipping / sightlines / visualizers
-changed layout at A dramatically
-changed routes to B's main point area
-the spawn for point A (red team) is now the same one as the one for point B
-increased red team respawn time
-added highground to C
-simplified routing at C
-modified pickup placement
-new forward spawn has been made for blue team after capturing point B
-fixed cubemap / texture issues(?)
-fixed a displacement seam
-opened up an area at A
-slightly modified some areas at C
-fixed door texture stretching