Jamram

Jamram rc1b

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a7

-extended the area between spawns and lobby slightly
-reworked the left side cliff area to make sniper less op and still allow good cover for rotations
-slightly buffed the cubbies above point by widening them, also removed the signs which should make plays up there riskier, but allow for more options.
-made access to cubbies slightly easier for scouts with a walkable pipey boi
(this also allows engineers access to cubbies with a simple dispenser jump, so the cubbies and shack roofs were made no-build)
-added no-build to main shutters so engineers can't jam sentries inside the door
-added a window with visibility between cubbies and jams
-slightly widened the right side wooden platform near the jams to buff its usefulness in pushes
-added a few crate props to give some more cover from long sniper sightlines
-extended the small awnings on top of the shack AC units a tiny bit to make it a more appealing rollout for scouts to get on top of the shack roofs.
-redid spawn points for both teams to make sure spawn priority is fully symmetrical, also moved spawn priority towards the right side of spawn as it has the most straight-line rollout into main
-added small healthkits on the drop down rooms as a slight buff to anyone who wants to jump up them
-cap zone was widened a tiny tiny bit as it bothered me its edges werent nice and flush with the shack support beams, not that it really affects gameplay
a6

-fixed big boi shutter clipping issue
-moved the left side ramp up to cliff a bit and added some cover to it, this should allow players to rotate to cliff much more safely
-simplified the right side hallway and dropdrown room by combining them into one space, as there was really no reason to have them separate
-added tiny ledges to the left side after the cliff that scouts may use to jump up top to the cubbies, these are mostly to test if scout players even want to have access up there
-added resuply cabinets back to blue spawn, no idea where those disappeared to

Okay I'm done pumping out new versions like a maniac
a5

-redesigned the left flank door leading to house with a high ground cliff thing, this should make the entire flow of the map less hectic as the geometry now funnels players towards the point and you are actually able to take cover inside the houses, this should also make un-noticed flanks much more infrequent
-moved pickups into safer fall back positions and adjusted their sizes
-added small health pickups on the mid cubbies to encourage jump classes to use them
-added some more cover around the cap
-slightly adjusted the signs on the cap to allow scouts to jump on the shack roofs easier
-widened the main ramp to the cap and smoothed it out some
a4

-moved the spawns away from the point and extended the size of lobby
-rised spawns higher to reduce the possibility of spawn camping
-switched the door to the balcony around to shorten some nasty sightlines
-removed the 2nd smaller shutter from garage, as it really served no purpose