• Reworked BLUE connector to B a bit, and split the middle RED connector
  • RED spawns now every 6 seconds, and BLU 8 seconds
  • RED respawns when a point is placed
  • RED connectors now close when a point is secured to funnel players towards the currently active area
  • Fixed countdown voicelines
  • Reworked A, B, and BLU spawn almost completely
  • Changed the voicelines so that it's hopefully more understandable
  • No idea what causes the visual bug of RED's cap progress not showing
  • Added voicelines that count down at the end of the timers
  • Made B and RED's yard smaller
  • Added a beach area and more pickups to B
  • Made respawn times scale with the number of points deployed (slower for BLU, faster for RED)
  • Clipped a unclipped roof
  • Fixed silos not being stickiable
  • Fixed RED players being able to pick up the flags if they changed class in spawn
  • Reverted changes to RED's respawn time, and the time to secure (back to 10 seconds and 40 seconds respectively)
    • The first test was actually a lot closer than I thought, one round was very close for BLU, and only a few rounds were all out stomps, which I think was mostly skill difference
  • Added the flag compass
  • Fixed props disappearing off the flags
  • Fixed silos not making sound when shot
  • Reduced the time between the train warning and the train arriving
  • Added a full ammo pack to A
  • Clipped the only unclipped roof on B
  • Changed prefix to de_ for help comprehending the gamemode
  • Fixed voiceline spam when a point is secured on overtime
I'll probably focus on squeezing the map a bit on later versions
Also going to see if I go with only one active flag at a time
  • Changed the timer to 4 minutes, +1 minute when the first point is secured
  • Added a ding sound when a point is secured
  • Oh and also I forgot a bunch of stuff on the last changelog
    • Changed respawn time for RED to 12 seconds, then 10 second when a point is secured
    • Reduced the time to secure to 30 seconds (more like the time RED has to build up capture that will have to die down)
    • Added holograms on the boundaries of the zones whose color represent its state
    • Now there can only be one point per zone, period. No more distance checks
  • Reworked BLU spawn, and their route to B
  • Reworked the logic to use crouch instead of reload
  • Made the point only capable if you have line of sight (no more capping/defending through walls)
  • Added (an attempt for) an explanation of the gamemode in BLU spawn
  • Fixed some clipping