pullsnake

pullsnake a15

-pushed point C's cap area further back by a bit
-slightly modified positions of points A and B
-changed the forward hold area for B to be a big warehouse style interior
-increased time added for capping A point by 30 seconds
-added more signs for directions
-pushed the blue team spawn very slightly further after capping A
-changed pickup placement as a result of new areas
-modified the space for the area in between B and C
-modified the position of the trimp ramp at C
-increased blue team's 2nd spawn while condensing red's 2nd spawn
-scrunched up the area connecting point A to point B even further to decrease walk times for offense / mitigate sightlines
-pushed both A and B points further ahead
-modified the area between B and C to be less open, but still be blue sided
-reduced red team's respawn wave time on point B
-made some minor geo changes / fixed some oversights, mostly in the area between point A and B
-scrunched up excess areas between the B point and the C point
-modified the balcony area for A
-reverted B spawn for red from the previous version
-modified flanks at point A
this map seems to just be getting worse and worse
-pushed the capture point for A way back
-the respawn point for red on B is now the same as it is on C
-changed respawn wave times for red on A and C
-opened up some perches (experimental) on A
-removed some added elements from the previous version
-modified & refined rollback areas
mostly changes to A and C here...
NOTE: this might be the last version of this map; i have a desire to build a new payload map as a successor to this one, hopefully it's much better than this one ever could be.

we finally did it! watch as the map crumbles into pieces as a result of the following changes:
-changed routing at A to prevent easy rolls from Red after blue point is captured
-changed final point to have better routing to ammo packs
-removed roll forward point at C
-red team no longer respawns automatically so they dont respawn, run all the way to B and die, letting red team capture C easily
-added routing to c to allow red to access the high ground from the low ground
-decreased time capped from capturing B by 90 seconds
next version will probably be a10 if things go over smoothly

-changed geo at A again slightly
-prepared map geo for adequate art passing lol
-made minor changes to B's side route
-fixed errors with a door clipping through the floor
-edited lighting even more
-fixed some silly oversights
it has taken so long to push a simple update but

-changed pickup placement mildly
-changed geo at A
-redid C again to be more like it's previous incarnation (more simple and straightforward
-blue has an extra minute added upon capping B
-point placements have been pushed back slightly.

i hope you enjoy