theming the left field: added an elevated alley along the edge of the map (kind of) extended the paved street from the control point along the front of the outpost building removed the boulder, instead added 2 trees and a van theming the control point: lowered the awning above the control point added a tree and some minor detailing
general: - ironed out janky displacement seams which sometimes hindered players' movements
the point building: funny gimmick room directly underneath the control point simplified the ground slightly more optimization inside the (now team-colored) side buildings
general: (hopefully) no unnecessary files are packed this time completely redone how the map is split into instances completely redone all displacement-based surfaces to reduce ledge jumps the whole map got slightly "twisted" clockwise some basic optimization (areaportals, details and a viscluster) the point building: some crude basic detailing fenced off the bypass flank removed part of the awning around The Designated Spamfest Killzone(tm) the outpost building: added some clutter and lifted the boulder to reduce the potency of The Sightline(tm) (the previously mentioned "twist" also helps with that) reopened the undeground passage between the basement and the right field added a quasi-bridge behind the outpost (once again to reduce ledge jumps)
greatly simplified the right side: one less basement exit outpost building more open to the right outer bypass merged with surrounding spaces new big rock blocking the sightline faster frontline access: spawnpoints moved slightly forward wider ramps killzone foregrounds: less boulders near the point higher ceiling in the basement and wider passage toward the point central killzone: bigger control point zone less obstructions, easier access to the side building general: added ground paths more recognizible closed windows
The general layout of the map is the same but every element of it has been redone. Most notable changes: whole map is slightly larger less campable spawns a new flank bypassing the point theme partialy estabilished deadly pits
Changes: Recolored the entire map for better orientation. Attempted to break at least some of the nasty sightlines.
Changes: Added some team-colored walls. Raised skybox. Marked the capzone limits. Adjusted the capture time to be the same as on Harvest. Small changes to geometry in order to break sightlines. Small changes to pickups' location and size.