A3's goal is to address a few nasty sightlines, pickups, and most grandiose, point C.
MAJOR CHANGES:
OVERHAULED POINT C
Point C was, although visually interesting, frustrating to navigate and fight in. The hanging logs were unnoticable and did not provide any interesting gameplay, the height variation was too high, and one route was so incredibly powerful that BLU would be morons to not use it every time. new take is an attempt to address every issue given in feedback, and cull one of the worst sniper sightlines in the map.
Now, an open point is guarded by a sheltered area defenders can control. A pool below harboring a medium healthkit serves as an emergency fallback for defenders at the first lobby, or attackers during a push at the cost of giving up some elevation. From the above images' perspective, a tight hallway to the left branching from the sunroom serves as a sneaky option for both attackers and defenders, and holds the only large ammopack in the area. Engineers can jump down from the defender's balcony above it, but risk the walk back above the point.
The attacker's lobby has gained a wall separating it from the main area, with the logging rail kept intact via industrial doors that are angled to split sightlines between the catwalk and the defender's balcony. A set of
extremely convenient crates somewhat splits the sightline beyond the door, and there is extra shelter beneath the catwalk. The waterlogged basement and low wall splitting B from A has been removed, forcing attackers into two options for a main attack: High ground but tight, or low ground and open.
Speaking of highground, the route for attackers has been simplified to be clearer in its purpose of a good spot for poking at sentry nests or making it behind a defensive line. However, it comes with a new cost of being a one-way drop. Defenders no longer has direct access to the balcony via a staircase, making their choices out of spawn easier to make, but the route becoming a constant worry. My hope is that attackers will utilize this route to apply pressure to a defensive hold, but not solely rely on it for a push.
RED's spawn has also been streamlined. I will very likely give the same treatment to BLU's first spawn next version.
POINT A TWEAKS
Point A is still in flux, and I'm unsure about what changes need to be needed to the area. One major issue however was the dirty sightline from the hallway RED enters the area, all the way to the courtyard BLU approaches from. This has been cut off with an adjustment of the opening to the point itself, with some bonus detailing because I got bored.
Overall, there is more ammo throughout the area, including a large one to the right from the perspective if you are defending - the goal is to provide a risky move for engineers, at the cost of exposing himself to a wall for splash damage, a sniper, or any flankers coming from the healthpack ledge. It is also entirely possible for BLU to inch their way up towards it through the main route.
MINOR CHANGES:
-Fixed misaligned displacements
-Backend brush cleanup
-More ammopacks, everywhere, because I guess y'all don't know what a diet is.
-Ammopack in the sunroom next to C has been upgraded to a large.
-Added patches underneath some pickups that I glossed over.
-Extended the shack outside B to force more commitment from BLU, and patch a sightline.
-Clipping fixes.
I feel strong about B right now, but am willing to make adjustments.