pullsnake

pullsnake a16a

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
-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