Sequoia RC4

MvM Shortcut gate map

  1. Release Candidate 4

    Sequoia Changelog

    - Improved tank moving through the gate. Should fix the rare case of it exploding.
    - Added some extra rocks in the river to make it slightly easier to jump out
    - Fixed the nav on the gate-bridge that caused bots to get stuck
    - Fixed money getting stuck in tank area
    - Added mission made by Dayal - "Fibre Ops"
  2. RC3a Submission 2

    - Updated nav
  3. RC3a

  4. Release Candidate 3

    Map Changes:
    - Removed route above capture point
    - Nerfed Phi Spots
    - Tweaked Pickups
    - Lowered volume of horn
  5. Release Candidate 2

    Map Changes:
    - Can no longer build directly under the gate
    - New sound file
    - Nav improvements

    Popfile changes:
    - Made on the fly again and I forgot to write them down. Sorry
  6. Release Candidate 1

    - Popfile changes, I did these on the fly so I forgot to write them down sorry.
    - Trees now use lightmaps (much nicer)
    - Greatly improved nav mesh
    - Bots can no longer get stuck in their spawn and die leaving unreachable money
    - Welcome photos
  7. Beta 2

    Map changes:
    - Normal mode added.
    - Raised barrier near hatch to block incredibly obnoxious sightline.
    - Made certain braces nonsolid to prevent sentry buster being stuck in a certain area
    - Water wheel is solid and now turns
    - There was a place you could get stuck. You can't get stuck there now.
    - Added more cover to the bot front and an extra health pack on the upper platform.
    - Tank no longer sounds alarm when it passes through the gate if the gate is already open
    - Raised trigger hurt in...
  8. Beta 1

    Map Changes:
    - Artpass
    - Made regular bomb route longer and less chokey
    - Added some cover to the front
    - Added some cover to the back
    - Improved navigation so bots should flank around the tree properly
    - Added grate in the bridge past the gate
  9. Alpha 5

    Map Changes:
    - Renamed to Sequoia
    - Added fences for cover
    - Rearranged a route to make enemy snipers less obnoxious

    Advanced Mode Wave 6:
    - Fixed broken medic spawns
  10. Alpha 3

    Map Changes:
    - Redid the bot entry area
    - Made the ramp near the hatch less steep

    Advanced Mode Wave 2:
    - Added giant shotgun heavies
    - Reduced number of heavy+vaccinator pairs
    - Added giant medic to the basic giant pyros
    - Changed support scouts to support whippers

    Advanced Mode Wave 4:
    - Increased number of giant scouts, moved forward in the wave
    - Lowered overall payout slightly

    Advanced Mode Wave 5:
    - Pyro gatebot boss now correctly has his light hat turn off when the gate is capped