pullsnake

pullsnake a15

-minor changes to points a b and c
-routes are more consolidated now, so defending should be easier.
-changed pickup locations
-changed respawn timers to reflect the changes to all of the points
-changed lighting to be less flat
-Modified routes and flanks on the final point
-Modified Geo to mitigate crack sightlines
-modified respawn wave timers
-red team respawns shortly after capping B to prevent annoying rolls on the final point

please be good please be good please be good
-Started work on the artpass, let me know if the color / texture choices are alright.
-Updated the initial blue spawn
-Modified Respawn Wave Timers on last even further
-Added an easy to attain flank route on the last point
-Modified an area on B to mitigate possible sightline issues
-updated respawn wave timers on last
-added a flank on last to give spies a purpose besides running to their death into the meatgrinder
-added sightline blockers and widened out an area on last
-Increased Respawn Wave Timers for RED on the C point
-Simplified track layout on the C point
-revitalized some brushwork
-modified C to give blue a stronger chance to regain some highground after it is lost
-Fixed some oversights and visual glitches
-Updated certain aspects of the visuals
-Updated A to make some flanks more viable to blue
-Updated B for the same reason
-Updated C for the same reason
-Added a slightly forward spawn that is enabled upon capturing first point
-B has been modified to limit annoying sightlines and give more freedom of movement to players, Next.
-Modified Respawn Wave Timers on the final point
-Multiple lighting and geometry touchups, the end.
-The region around C (as well as C itself) has been criticized in the past for being small and choky, so it has practically been redesigned from the ground up to be more focused in a way that's interesting.

-Minor changes have been made to the starting sandbox at A.

-Minor / Major aesthetic changes across the entire map to make it seem more consistent and less blocky.