sequia (stage 1)

Multi Stage sequia (stage 1) a12

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-extended the distance between the bridge and B courtyard

-added some cover to last for red

-added some easier access to routes to last for blue

-changed the ambiance and ambient configs

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You've had enough, I've had enough.

Half the map has now been redone.

Now there is no such thing as a nasty, unavoidable sightline between a and b

there also is no such thing as a C point and thus no forward spawn to compensate for how hard it was to cap.

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to make testing more effective, the stages have been seperated into different downloads.

some structural changes to last to try and give blue some advantages.

added a forward spawn to blu after b is captured.

b was moved back a bit.

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A few important mistakes were made and now they are fixed.

Some structural changes to the second stage
stage 2 is here!

Some other stuff, i guess.

That's it. Have fun.

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-decreased max time to 10min
-Changed the """door soup""" around red spawn to make it easier for certain simpler players
-Covered some sightlines for new routes
-Added a new building near blue spawn, just because
-Added more background detailing
-Added a deathpit :)
-idk I don't remember, im tired and have like 6 assignments to make

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Feedback showed me that red had it too easy with the flanks, now red has limited access to some routes.

Also, people were confused as to the changes that happen once the cart passes under the bridge house near red spawn, so I turned it into it's own little point that only gives 90 extra seconds to blue.

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we're back.

-Added a new route from the building after the first cp to the passage under the bride to make it a bit easier for blu to push

-Red's spawn door opening down felt a bit too wonky so I changed it to a sideways grate door

-That's it. Need more feedback

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-it felt like red had it too easy on last so I add a ton of new flank and made red spawn further from the point

-new windows on the choky turn before last.
-gave more space for red to defend at blu's spawn

-increased extra time given when capping the first point

-replaced the big rock with a big house that blu can use to flank once the first point is capped

-I heard your feedback, one-way doors are a big no-no. No one way doors now but It may make the first point tougher to cap.

-removed the platform at last, it made it too favorable for red.