Rush

Multi Stage Rush rc1

STAGE 1
-changed routes left of spawn to make them useful for getting past attackers pushing the cart to the final point for that stage
-minor detailing
-minor optimization

STAGE 2
-nothing

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STAGE 1
-considered reversing the track but decided against it after putting in a lot of thought and finally came to the conclusion that it wouldn't work well and would make half the track a cakewalk
-changed left side (side with tunnel) of the area between spawn and mid to try and improve player flow to fix players not being able to get past attackers when defending at the end of the track
-removed the first rollback zone since whichever team didn't get up that first, stalled there
-changed railing in the building between spawn and mid so it can only be jumped over from the left side of that area
-added some hidden respawn time changes to see if that helps the issue of defenders being unable to push past attackers at the end of the track
-some optimization

STAGE 2
-attempted to make the jump pads more noticeable
-removed the first rollback zone since it didn't seem to do anything useful
-optimization pass

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OVERALL
-basic detailing with some lighting changes here n there

STAGE 1
-added block bullet to concrete barriers by last so bullets can't go between them
-fixed visible nodraw texture
-fixed more clipping
-fixed red winning when blu is supposed to?

STAGE 2
-fixed doors from looking stupid
-fixed visible nodraw texture
STAGE 1
-fixed clipping
-fixed displacements
-added 3rd exit to spawn
-changed the stairs by the room with closed shutters at mid to make it less complex and hopefully used more often

STAGE 2
-nothing
-nada
-nill
-zip
-zero

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-fixed clipping
-fixed cubemaps
-fixed weapons like the wrap assassin's ball breaking inside buildings for no reason (thanks Freyja)
-fixed sign on stage 2 missing colission
-fixed stuck spots
OVERALL
-fully separated stage 1 & 2 from each other to make them easier to edit and possibly improve optimization

STAGE 1
-gave mid more cover
-remade spawn and removed the under path to mid from spawn
-moved payload start to in front of spawn so players CAN'T NOT SEE IT!
-moved final point in front of spawn so PLAYERS CAN'T NOT KNOW WHERE TO GO!
-some detail changes n stuff

STAGE 2
-added stairs from mid building to final ramp to give teams another way to get to their final objective
-added another staircase to that upper area with the plank to final to give teams better access to their final
-lowered balcony with jump pad and adjusted jump pad to work with the new height

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-Detailing Stage 1
-Detailing Stage 2
-made some areas in Stage 1 larger
-added shortcut in Stage 1 to mid
-removed 1way door from Stage 1
-changed area by 1way door to not need it
-shortened overall cart path a tad
-Detailing
-Lighting changes
-More Detailing
-Easter Eggs
-Did I mention detailing?
STAGE 1
-expanded spawn room
-moved spawn locations to try and push players more towards the cart
-moved slide to be a spawn exit
-detailing
-added nobuild to bridges in middle

STAGE 2
-Blocked a nasty sightline
-changed spawn layout to try and push players more towards the cart
-detailing
-gave the map a very basic barnblitz facelift

STAGE 1
-made distance between spawn and that building with final in it shorter
-added a slide :D
-remade the left side of the final building to give defenders a height advantage to defend from
-put a 1 way door in that same area
-changed payload start area and tunnel to fit the new sizes
-gave defenders a bit more highground at final
-slide path leads to a route to the mid bridges to give teams another way around to their cart once it gets to that area
-added path from left side spawn to final building
-removed dropdown from left side spawn

STAGE 2
-lowered outside overhang to last and made the whole area a rollback zone
-shortened upper area after 2nd rollback zone and made it into a building
-edited spawn exits to match new lengths
-removed "mine" ramp area and moved health n ammo packs on lowest low ground closer to outside
-edited stairs tower thing to fit new height of overhang to final

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STAGE 1
-fixed stuck error areas
-fixed non symmetrical bits that I missed last time
-lined cart path up with track better in most parts

STAGE 2
-changed cart path so that teams should be near each other more often
-edited level to match new cart path

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