-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
2cp a/d set in a spytech base on a mountain island.
-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...
-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...
-fixed bug where blue couldn't cap A
-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
-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
-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
-missing from a10 changelog: removed most railings from blue fwd spawn roof to make spamming A more comfortable
-changed full health on high ground outside blue spawn to two mediums
-moved cliff pickups inside, changed health from medium to full
-made cliff route a bit bigger by the lower lobby entrance
-added one-way gate to underneath helipad from lower lobby
-changed health under helipad from small to medium
-several minor geometry changes in preparation for artpass
-changed blue spawn in order to enforce a more predictable flow and allow red a further forward hold at the start of the round, as well as eliminating an awkward perspective from red's high ground towards blue spawn
-changed cliff flank health from small to medium, moved health/ammo further in from cliff
A LOBBY CHANGES:
-opened the big door going right onto the point (instead of small dinky door next to it).
-reverted dropdown back to stairwell.
-tightened lower platform in by 64...
-reworked A lobby entirely to better allow fighting within it and better rotation for both teams. it is bigger now
-A lobby reworks consequently resized B lobby, though there are no real layout changes to speak of
-added wall to B by far (window-side) balcony, allowing blue to contest it more easily. also directs red players out of B room better
-adjusted pretty much all pickups at B
-added arrow to guide red players to A more easily
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