Snowcave

Snowcave a8a

a8a:

-clipped ceiling at B
a6 (tested, never uploaded):

-moved full ammo near A outside nearer to intended sentry location
-changed A cap time from 14 (28s) to 17 (34s)
-lowered post-A red respawn rate from 9 (18s) to 8 (16s) (same as pre-A rate)
-lowered post-A blue respawn rate from 3 (6s) to 1 (2s)

a7 (tested, never uploaded):

-began artpass
-adjusted a blue setup gate position for detailing reasons
-changed a stair from blue side to B into a large ramp to better indicate a main route
-changed ammo behind B from medium to full

a8:

-more artpass
-lowered a rock for tyler's weak child legs (opened up A lobby jump route to all classes)
-added lights over doors in B to better highlight their existence
-moved main red spawn door forward, moved spawn points to main door. should reduce walk time by a second or two, more comparable to existing 2cp a/d maps
-adjusted red respawn time on B from 8 (16) to 9 (18) to compensate for new spawn
a5

-added wall to blue spawn so people stop asking about why they can't walk there
-moved health/ammo back to low A passage from previous version because that route isn't super useful and needs some help
-added med health/ammo by A shore flank
-adjusted rocks around A to make stairs up to point more immediately visible from blue's side
-redid roof structure at B
a4 (unreleased)

-changed far flank into main B room from stairs to dropdown (blue favored), added small health/ med ammo
-removed some cover from A
-added jump route up to A

a4a

-changed health in A connector stair room from medium to full
-moved health/ammo pickups from low A connector to behind small shed to encourage better forward defense
-adjusted rocks around A slightly to provide more cover
-undid B flank change because I had second thoughts about it. kept new pickups
-reorganized red spawn to make more sense architecturally, as well as better orient exiting players and encourage use of both spawn exits
-added forcerespawn for red team when A is captured
a3

-fixed clipping issues reported by pumpko
-adjusted rock by A to make a jump to a nearby roof seem less possible
-adjusted stair/platform setup in two-story room next to B to feel less cramped
-widened door in same room
-lowered ceiling in cave by 64 units
-added elevator shaft above B
-changed all closed gates to no-entry textures
-several minor detailing and geometry adjustments
a2

-added resupply cabinet to blue spawn
-added resupply cabinet to blue forward spawn
-adjusted rocks near A to be easier to play around. also theres a shrub
-changed a delivery van in A>B to forklift for the sake of variety
-added medium health/ammo to B sewer dropdown room
-adjusted cover on B bridge
-fixed displacement seam in B sewers
-added various signs, doors around B to aid with round start navigation
-alpha painting!

-red spawn time adjusts from 8 (16) seconds to 9 (18) when A is captured
-A will lock when captured