Snowbase

Snowbase b20

Workshop candidate with layout changes from e1 - e5.
STAGE 1 ONLY VERSION

OVERALL:
-made most 128 tall doorways 160 tall instead to stop headbumping

A:
-changed full ammo at point to medium

A/B connector:
-garage route to A is now a dropdown for blue, allowing them to more easily apply pressure on the main choke
-added another little high ground route for blue

B:
-changed big oil tank to shed to make it easier to kill soldiers on top
-changed ammo on far flank balcony from medium to full
fixed some accidental regressions
STAGE 1 ONLY VERSION

B:
-moved health and ammo in low flank area closer to blue
-adjusted cover to make sniper less powerful
-removed caution tape from elevator
STAGE 1 ONLY VERSION

A:
-point rework to make sentry spots and red holds in general more obvious (easier for red to setup, and easier for blue to predict & push)
-reduced cap time from 17 to 12
-replaced some rocks with ones that don't have shit collision models

B:
-removed a stair for red because its a cringe sniper spot
-added health and ammo spot near elevator for riskier sentry hold
STAGE 1 ONLY VERSION

-removed realtime reflections
-made soundscape machines quieter

A:
-removed fence from point to make it easier to clear
-moved health and ammo in building upper level closer to blue side to make red engie setups more difficult

B:
-closed some windows for performance (they were not useful)
STAGE 1 ONLY VERSION

B:
-added big sliding door at cave entrance to provide better blue engie setup area
-shifted tank cover 128 units towards bridge to provide better forward cover
-closed a window
-reduced ammo on bridge from full to medium
-other misc kit updates
-better lighting
-better clipping
-columns in elevator flank area
-deepened water under bridge to allow extinguishing
STAGE 1 ONLY VERSION

B:
-rotated 90 degrees to shorten walk times and improve overall flow
-moved point from elevator to bridge to shorten blue push to point
-changed elevator to act as high ground, reworked flanks to accommodate
-simplified spaghetti in flank
-removed some stairs to restrict red rotations
-removed the water area (reduced extents of water)
-removed barrier under bridge to allow for additional Sneaky Gameplay and hopefully not cause spawncamping issues again :)
-shortened cap time from 11 to 6 due to proximity to red spawn and to reduce difficulty
b18

-Added side room to cave flank on Stage 2 B
-Modified soundscapes to be less grating
-General polish in preparation for Workshop update
b17 s2

STAGE 2 ONLY VERSION

B:
-High ground route now only goes to flank
-Reworked flank to be a more interesting gameplay space with better visibility / clarity and different detailing
-Reworked point flank area to introduce secondary sentry nest location, simplify routing
-Replaced point to add cover to the gameplay space
-Reduced cap time from 10 to 8