Jamram

Jamram rc1b

RC1B

-Fixed players sometimes getting stuck on capture zone hazzard stripes
-Detailing improvements
-Clipping improvements
RC1A

-Fixed soundscapes
-Visual improvements
-Improved displacements
-Small lighting tweaks
-Improved the vgui image
WORKSHOP RELEASE and name changed to Jamram

-whole bunch of detailing
-increased capture area size
-minor sightline fixes and other tweaks
b3

-added flank routes from jams > under cliff
-reworked cliff to accommodate the new flank
-reduced the size of the highground around mid to make it a more risky spot for jump classes
-extended the mid shack structure towards the right to allow for more cover and to reduce snipers effectiveness peeking from cliff
-moved the right entrance to mid slightly to the right to kill a sightline created with the new cover changes
b2a

-adjusted clipping and the new cover so snipers cant get on top of the mid shacks
-block bulleted the cover near point so it doesnt eat splash damage
-lowered skybox over mid slightly
b2

-added more cover around the point to reduce sniper effectiveness especially from bats
-nerfed cliff sightlines to reduce sniper effectiveness around cliff
-slightly lowered cliff
-reworked the fence covers near cliff to block players from jumping on top of them, gaining big sightlines
-reworked detail geometry to allow easier bomb spots for soldiers
-clipping imporvements to make bombing easier for soldiers
-lowered jams slightly to add more of a disadvantage to turtling there
-opened up the windows on top of jams / cubbies to make turtling inside jams riskier
-reduced the indoor size of jams and filled the front corner with props to make it harder to hide inside
-slightly rised the displacements around point to give point a bit more advantage over jams as well as to block a few sightlines
-slightly brightened the shadowy areas to improve visibility
b1b

-added nobuilds on ramps leading to point to prevent un-fun minisentry headglitching
b1a

-fixed red respawnroom visualizer that was blocking the spawn door
-minor lighting tweaks
b1

Naming changed to v2 from reborn to simplify things. This map is to replace the original ramjam once in RC.

There were a couple of tested alpha releases that werent released publicly mostly because I was too lazy to upload them.

-first detail pass
-right side and jam entrance rework
-the ramp on the right side of mid shacks is back, this should make dry pushing the point easier as teams are not forced to use the left side road and can instead switch around efficiently from right to left, making the gameplay more dynamic and not only rely on ubers for pushes.
-whole mid widened by about 128 units on the right side where the ramp is located, this should make the ramp less chokey as a push option
-left side entrance to cliff was moved slightly to kill a nasty sightline from cliff -> left most entrance to lobby from spawn.
-cover inside lobby slightly reworked to nerf sightlines
-right side spawn reworked for easier escapes from main shutter
-spawns lowered slightly as they were un-neededly-high up in relation to the lobby
a8-a9

a8 was not a public release so here are the changes up to a9.

-lowered jams slightly to reduce the height advantage from jam to point
-simplified jam interior and reduced its size quite a lot, this should make holding the point by turtling inside the jams much harder
-widened yard between lobby and point by 128 units as some areas felt really cramped to rotate trough with the point high ground right next to them
-added some cover on the railings where the ramp used to be, this blocks some really long sightlines and makes rotating behind point feel safer
-lowered cubbies slightly now that jams have less height advantage
-lowered the capture time slightly
-blocked a couple of nasty sniper sightlines
-widened shacks a bit to increase cover on point
-moved the wall behind jams slightly to give spies some de-cloak space
-slightly increased cliff height advantage
-displaced entire mid for smoother movement overall
-reworked cliff side exit to give players pushing out of the lobby some highground againts possible forward holds on cliff
-widened the jam side exit from lobby to make it harder for forward holders to lock it down completely
-reworked the right side high ground behind jams to make it flow a bit better
-reworked spawn room floor layout a bit to encourage players to use the right side exit as the "main" exit out of spawn
-clippin' and blockbulletsin'