Snowbase

Snowbase b20

b16 s2

STAGE 2 ONLY VERSION

-Added resupply to blue spawn

A:
-Added hazard tape
-Added small ammo under point

B:
-Reworked pyramid room layout for clarity
-Moved blue high ground route into flank back to old location, hopefully makes more sense with other changes
-Rerouted for easier red access to flank, blue access to back balcony
-Adjusted cover at main entrance
a15 s2

STAGE 2 ONLY VERSION

OVERALL:
-Swapped health/ammo patch colors so white is health and red/yellow is ammo

A:
-Removed ammo from cliff flank room
-Moved large health / medium ammo combo in lower connector more out of the way
-Reduced health on far flank to small
-Patched build spot in blue spawn
-Moved blue forward spawn to ground level to remove perch/tele spot on roof

B:
-Raised A cap time reward from 4:30 to 5:00
-Moved pyramid room bridge to opposite side of room
-Added stairs to pyramid room for easy access between high and low ground for blue to help avoid splitting the team up too heavily
-Reworked blue routing to flank for clarity and ease of use
-Removed fence from far balcony flank route to make it easier to clear
-Reduced health in pyramid room balcony to small
-Removed health near garage door in flank
-Removed ammo behind servers in point room, moved health to other side
b14a s2

STAGE 2 ONLY VERSION

OVERALL:
-Misc detailing, clipping

B:
-Change prop stack in pyramid room to make prop climb more visible
-Added a fence to flank
-Removed a fence from flank
-Added glass wall at far B flank to nerf bombing
-Moved arrow sign in B forward to reduce confusion
-Moved stairs forward at red spawn to aid teleporter placement
-Move health/ammo in pyramid room further forward to give blue a more aggressive hold
-Add medium health to flank to hopefully benefit blue?
-Move small health in flank far balcony to a more protected position
STAGE 2 ONLY VERSION

A:
-Nobuilt air conditioning units
-Reduced ammo at far roof flank to small

B:
-Mirrored point room
-Widened main route to point
-Moved flank to far side of lobby
-Reworked in-room balconies at point
-Removed medium health from garage, moved medium ammo to far stair landing
-Moved pyramid room health and ammo back to computers
-Reduced ammo at pyramid room red side balcony to small
-Enlarged ammo in flank to medium, added small elsewhere



This is a bit of an experimental version with a major change to B. I'm not 100% confident and may undo it if things don't work out.
b13 s2

STAGE 2 ONLY VERSION

OVERALL:
-Raised some ceiling stuff to reduce head bumping

B:
-Shortened blue respawn wave time from 3s to 2s
-Moved blue forward spawn to further forward location to reduce walk times. Kept old room as a branch just in case of spawncamping
-(Previous two notes make respawn times and walk times more or less identical to Gorge B)
-Split flank into two different routes to give each option more importance. One route now goes directly to back balcony while other goes to point
-Removed side room from main route to simplify push
-Moved health/ammo in lower pyramid room to new cubby
-Added health/ammo to garage right before pyramid room
-Removed health from B sentry cubby
b12 s2

STAGE 2 ONLY VERSION

B:
-Added new route from blue balcony that extends across last to the back balcony
-Lowered back balcony by 128 units and opened it up directly to red spawn exit
-Lowered red spawn by 64 units
-Removed high ground option from flank, made exit to point more covered (thanks to new route mentioned previously), expanded room size by removing underused route from garage
-Removed door on main choke into B to allow for safer pushes, create sentry closet
-Lowered point into ground by 32 units to make consoles less annoying to shoot over

OTHER:
-clip pass
-optimization pass
STAGE 2 ONLY VERSION

STAGE 1 (not compiled):
-changed forward spawn door to use no entry skin before A is capped

STAGE 2:
-added new route to high ground from lobby to pyramid room so blue can more recognize that the high ground exists
-removed boiler from B flank
-widened blue-side doors into B flank
-addded small ammo to cliff route near blue spawn
-added pallet in front of a door to better indicate it cannot open
-changed texture of underside of pyramid room bridge for better visibility

OTHER:
-misc. clipping fixes
I published b10a and forgot to actually read feedback for bugfixes, so b10b is a follow up patch for some other little things. I also spent ages trying to optimize the water and got nowhere.
-fix cringe peek at 2A helipad
-fix stuck spot in stage 1 blue spawn
-fix grate textures to block splash damage
-add signs to stage 2 A
b10 (includes both stages!)

(changes since b4)
-major changes to layout of stage 1 B
-detail and optimization pass
-redo of several "propper" models necessary to get full map under engine limits, improved lighting and collisions as a result