pullsnake

pullsnake a16a

-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.
-made some slight geo changes to A / displacement changes
-lowered the ramp up to B (experimental to make it line up with the other major ramps in terms of height
-changed paths for C again
-pickup placements have been changed again
i'll be changing B and C even more in the next update(s) but here are some minor changes
-pushed the B cap point back further
-increased spawn time for red
-minor layout changes at B
-nudged the control points for both A and B
-changed points B and C again
-changed respawn wave timers for red on point C
-did minor geo changes at A to allow for certain areas to be accessed through scout's double jump
-removed the nobuild on the ramps in the immediate area after A
-lowered respawn time for the red team on B while increasing it for C
-expanded the main flank for B while also adding cover for attackers
-modified flanks at C to improve traversability while providing more fairness to defenders (previous version was way too biased towards the attacking team)
-changed the size of the bomb door to be something less like a pringles can and more like conventional payload maps (will be properly touched upon visually later)
-the new version of c pissed me off so i changed it to be something that was more fun, maybe it's unbalanced towards the blue team now but it's fine
-changed respawn wave timers for b and C (on the red team)
-redesigned C again
-minor pickup placement changes
-minor brushwork changes for the other points