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When the winner of the KotH has been decided, the following occurs:
Any remaining attackers of the downstairs spawn are teleported upstairs and the downstairs is sealed off. New spawns in this changed spawn room will be upstairs and all facing towards the preexisting shortcut, hopefully this will make the shortcut route more apparent.
Any defenders standing inside their old spawn are now teleported to their new spawn room, a room separate from their previously closer to the KotH room.
With this change this should hopefully eliminate the aforementioned issue with an unclear alternative route, it should also help move combat away from the wall that was previously gathered to so easily due to defenders walking out from spawn and having no need to use the alternative buildings.
The concrete tunnel's doors were adjusted to prevent possible sightline issues
Slight palette swaps to make individual buildings more consistent
Cart path adjustments, hopefully the cart flips out less when on inclines
The chime sounds during KotH capture are "removed", see the siege gamemode post for more information
The issue with ghost players has been addressed, there are more details about it in the siege gamemode thread, hopefully it has been fixed
Building across spawn separated into 2 individual buildings
New interior lights
Middle buildings less OpieOP
places to splash enemies off of
bridge grates can be splashed directly through
less health on middle overall, more spread out
A poster now explains what's going on in the map, it can be found inside and outside spawn
Last-attackers have a new flank, a windowed building
Capture point is now solid
A stalemate results in an incomplete cart push--no, defenders didn't win for giving the other team the cart and hard-holding, they were losing points overall if attackers crossed at least one checkpoint.
Two stickies won't get you from your spawn to enemy spawn anymore
HUD is impossible to change, this is conveyed through a sign in spawn, it's okay to stop asking now
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