sd_spigot

sd_spigot a5

Few minor updates.

-Made the max lift height shorter to encourage better fights
-Made the lift rise slower to compensate

-Added a loopback path from the underground cave to the intel. You can also use this path to return to the surface
-Adjusted the Waterfountain near the bottom of the lift. Players should find this more versatile to use.

Adjusted the Cave and added a jump platform so players going to the cliffside path can get to the lift without circling around.

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-Adjusted mid heavily
-Added a balcony behind the point that attackers can fortify
-Adjusted the route to the Australium
-Adjusted medkit positions in the lower route
-Adjusted the water launcher to only activate if the elevator is above a specific height
-Made the map slightly shorter
-Adjust cap time at top to take 2 seconds longer

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It's a3

-Did a ton of adjustments around the lift area and introduced a new yard.
-Reduced some of the drop-downs onto the lift and instead introduced a geyser launcher to get you on the lift.
-Made the underground a bit more detailed and connected with the rest of the map.
-Simplified the Australium room.
-Added a spawn exit for the sniper balcony
-Made the outside a wider battlefield and introduced a cliff path to traverse to the enemy lift.

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More spigoty now.

Too many changes to really make a comprehensive change-log. A1 had a ton of issues with the overall layout that kind of made it unfun and boring. Notable issues were extreme elevation changes and a rather boring middle. You also had the issue of teams having to defend their spawns.

-Changed mid substantially to allow for more gameplay opportunities and to be much more lavish in general.
-Updated the elevators to be much more safe and friendly. Also a bit more defendable
-Adjusted cover in the yards to be much more defender sided. Also reduced the scale to be much more reasonable

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