Snowbase

Snowbase b20

b1_p3 - Beta Pre-release

Releasing a pre-beta of sorts, basically just a release of where the map is currently. Still working on a few things - some custom props are missing collision, one set of stairs is currently just a nodraw ramp, no soundscapes, etc.

Feedback on detailing is appreciated.
missing from a18 changelog:
-changed prop ramp by blue spawn hut to stairs
-changed scenery doors back to plain door texture
-changed active shutter doors to have a yellow stripe at the bottom
-added shutter doors (open once, never close) to B lobby exit to A

a19:
-moved blue forward spawn to a more sensible location
-adjusted all A lobby roof props to be more roof-appropriate, removed jump route to AC unit
-more artpass (snow! displacements! B!)
-fixed clipping issues reported by pumpko, yrrzy
-fixed missing pickup patches (related to artpass)
-added signage to (hopefully) better indicate where blue spawn is for new red players
a18

-began artpass
-added stage 1 elevator to blue spawn
-added barrels to A balcony in response to feedback that I didn't really understand
-added various gameplay signs
-fixed clipping issue reported by pumpko
-closed a window by B lobby entrance in the interest of vis
a17

-added broken glass in an open window to make it more obvious it is open
-opened door into B lobby, added walls within lobby in relation to new entrance (experimental change)
-removed chairs from B for the sake of clipping
-replaced all instances of metal grate texture with reckoner variant, which i think blocks explosions

-changed all doors that open after capping A from hand symbols to lock symbols
-changed all doors that never open (scenery) from no symbols to hand symbols
a16

-missing from a15 changelog: re-opened A balcony since it's now easier to out-range
-missing from a15 changelog: moved stairs around in B lobby. not really sure why but it felt right

-added minor detailing in front of non-gameplay doors, removed no-entry symbols
-blue forward spawn's "RESPAWN" sign does not appear until spawn room is active
-raised A far flank by 32 units
-fixed z-fighting at A far flank stairs
-added window to B flank (experimental change, intended to make the route more obvious to blue, but may come at the cost of making this route less useful)
a15

-added cover to A shack to give red an easier time holding there, probably
-extensive changes to the areas surrounding A. for the most part, these are all to allow more angles to approach A for both teams, which should make it less of a spam festival and allow more strategic plays.
-also consequentially reworked B lobby a bit to fit new doorways
-added more cover to blue B balcony
-added doorway from blue B balcony to B flank, allowing blue to push into it more easily, probably
-additional signage at B to hopefully help players find their way out
a14a

-fixed bug where blue couldn't cap A
a14

-removed stair from outside of A lobby to simplify routing (didn't seem to be used often and made next change possible)
-added fence to try and mitigate airblasting a bit
-added handrails around perimeter of A
-added door to prevent (easy) access to upper balcony. can still be used by engineers but they must sentry-jump up
a13

-added nobuild to the column crotches
-added cliff route at A. experimental change
-clipped bush ledge at B
-added more cover around blue's balcony at B
-adjusted cover at main B entrance to block sight from where red leaves spawn
-adjusted B flank - now leads to back balcony. red must use this flank to access back balcony
-added letter signs at A and B so you're sure which is which
a12

-adjust geometry near B far balcony to make snipers less powerful
-removed glass above B attacker balcony to allow jumping out of it
-added small flank to B main entrance for sneakier plays
-moved pickups in main B area to other side of room, near spawn

-red respawn time when defending B from 8 (16) to 9 (18) seconds