pullsnake

pullsnake a15

-changed the angle for the blue team spawn for point B
-changed the area before B point again
-pushed back b point further
-minor layout changes to A
-changed flanks / routes at C
-changed respawn timers for B and C
-minor layout changes at A, B, and C
-multiple respawns doors at C now serve another use besides spawncamp prevention
-removed the building that leads to highground at B, it didnt seem that fun to fight around
-blue team respawns after capping A
-changed respawn wave timers at C for blue team
-pickup placement has been changed
-moved point A slightly further back
-slightly modified one of the exits to blue team's first spawn
-changed respawn times for points A and C
-removed that overpowered flank / highground on B
-added another route to access the main highground on B
-added a door that closes when A is captured (based off of someone else's suggestion
-simplified the area right before the final point's building
-simplified / consolidated routing into C's main area

I am still open to letting someone else take over development of this map, please message me if you're interested, thank you.
-fixed clipping issues
-fixed a broken respawn room visualizer
-added an ammo pickup at C
there's a fair amount that I have changed for this iteration. This might be the final version unless there is something that actually breaks the flow (which requires even further iteration, I'm burnt out on this map, if you're interested in taking the reigns, please message me on here or anywhere etc)

POINT A:

-increased the respawn wave time for blue team
-modifed pickup placement by the point, there are now 2 full ammo packs by the point, i may have overdone it
-changed the angle for the main flank so demomen can't just spam from below the stairs, this may have been a nerf that's so harsh that this flank is now useless but hopefully it still remains somewhat viable
-pushed the actual point slightly further back

POINT B:

-the overpowered flank is still there but it turns to a bridge type of high ground that can be effectively defended from the same area(s) as the other high ground area for blue team, hopefully making it easier to defend
-changed the routing / around the main route so that it's easier for red team to go to a forward hold without bypassing the choke that could become unusable if blue team pushes far enough
-simplified red team's spawn for this point, and pushed it closer to the point
-due to the above changes, i increased red's respawn time for this point
-the main courtyard has been revamped slightly to be more open while also relying less on sightline blockers
-modified pickup placement in the courtyard too

POINT C:
-changed the layout for multiple structures to reduce sightlines and allow for more ways to get to the final point's building (for blue team)
-increased respawn time for blue while decreasing it for red team
-increased the value of some ammo packs, mostly by the final point (to push engineers to build sentries)
-made the main flank easier to access by moving its blue team entrance to be outside the building rather than inside it. (i probably went too far in a couple of areas)
-pushed the point further back to make it feel more climactic
-added more highground / changed how it was accessed for both teams, in and out of the final point's main building area

yes; i am going all the way to a9z
-changed C again (this is probably the 5th or 6th or even 7th redesign, if we're counting the minor redesigns, I am just running in circles with this part of the map.)
-changed the areas between points drastically
-made minor changes to A

i am completely wiped from doing this, i feel like this is the best i can do with my ability, if it's possible i'll put this map up for adoption at a future date, or if anyone wants to take the reins from me when it comes to areas that need the most amount of work (the third point).

there might be a chance that i'll 180 on that, but the offer is out there, thanks 4 reading
-fixed spawn placements
-fixed doors being messy
-fixed the cart getting stuck at b
-fixed a minor clipping / snag issue
-changed B heavily again
-flanks are not hallway focused and more like arenas
-hills are able to be accessed from multiple directions, allowing red to watch over the mondo flank
-the main combat area prior to B is less of an amalgamation of chokepoints
-blue is more protected when accessing the initial highground

-changed C's main arena to be less hallway heaven
-made minor changes to brushwork at A to be less friendly towards pyros
-increased respawn timers for red by 1 on both B and C
-fixed team filters not working on blue team's 2nd spawn door.
-changed timers all across the map (this includes respawn timers)
-made minor adjustments to A
-changed B's layout, idunno if it has any identity but hopefully it plays nicer
-increased the respawn wave timers for red on B and C
-modified pickup placements again
-moved blue's forward spawn to red's first spawn.