Slag

Slag a3

A point
  • Increased space a the highground balcony
  • Widened Right flank
  • Removed lowground flank route
  • misc changes
A-B connector
  • Changed flank route
  • misc pickup changes
B point
  • Reworked Blu spawn
  • Changed B point itself
  • widened central route
  • misc pickup changes
C point
  • Pushed back Red forward spawn
  • Slightly changed right flank
General changes and bug fixes:
Train bells have been added, and you can stand on the train now.
Inactive red spawns are now disabled
Adjusted clipping and lighting for various areas.
C windows are now solid
Changed some geometry so it is clear you can't get onto certain areas now

A:
Red wasn't using the high ground to the left of the point that much. I've added some ammo and added a ramp up to incentivise holding there, while making the blue side of the bridge forward hold much more open so they can't just turtle outside of spawn. Geometry changes have been made to break some nasty sightlines, and the route right of A has been shrunk such that it isn't quite a barren wasteland.

A->B:
Between A and B, I've introduced some more geometry, shrunk the connector area so that the area isn't quite as empty, and widened the building that has blue second spawn in. Hopefully this acts more as a lobby for blue too now - before, red managed to push blue all the way back to A after a failed blue push on B.

B:
Moved the point such that the highground area and a small area at the base of it (towards red side) is now the point area. Red also gets a few more seconds to respawn before spawns change after A's cap now, too. More ammo has been added for both teams to set up with, hopefully red has more of a chance to defend now.

B->C:
The lobby before C has been made a little less wide. Hopefully this allows for rotation between the two sides less, and somewhat breaks up the empty tract on the far flank. The 'underground' route at the far end has been removed to help condense the lobby and its routes.

C:
The left route has been extended such that it isn't a spam pit as much. The ramp up from the deathpit area has been removed, so the only way out from there is the route closer to red spawn (undecided on how good this is). The routing to the right of the pit has been expanded, hopefully blue can get a bit more of a foothold here. Routing on C probably needs a rework, it's quite messy currently but I don't have the time to remake it as of now. I do like the dynamic of the height differences, but the routing is a big let-down.