sovereignty

sovereignty A6

Minor update

- Fixed a ledge in the cave area that Engineers could access and build on.
- Fixed mid cap point not changing colours when captured by Red team.
- Fixed a gap in the floor in both teams spawn rooms.
- Resolved multiple clipping issues across whole map
- Resolved multiple long sight lines
- Moved second cap slightly to be more central in relation to its surrounding buildings
- Added rock over hang in caves mid area
- Added window to large building at second point
- Added upper walkway and rear entrance to building at second point

Notes:
- Yes its medieval themed, no its not melee only. I don't think this breaks any kind of unwritten rule.
- Feedback is noted on the waterfalls providing cover for snipers. I still want to see if I can't make them work as a gameplay element and don't believe that any of these currently provide a significant advantage.
- Feedback is noted on trees in the playspace. I will likely add clipping to them rather than remove them. Current locations don't particularly provide cover that can be exploited.
- Feedback is noted on the connections/routes that the caves area provides. Routes are configured to deliberately force players to take extended paths when using these. This is why there is no stairs to provide an easy path to the door to 2nd if coming from mid.
- Watching the A4 demo, gameplay currently seems to flow in what I believe is an acceptable fashion. Possesion of mid and the second points seems to change ownership througout a round. Backcapping is redily available to either team via the cave area. This is intended though I accept that it does not fit the standard model of progression that some players expect of a standard 5cp map. Different isn't necessarily bad.
- Reworked entire mid and second points. Was previously a symmetrical 'S' shaped map. Now a mirrored 'U' shape. Primarialy done to improve optimisation.
- Reworked central cave area to provide alternate routes. Consideration given to ensure these aren't the only option for spawaning players.
- Moved last point back to provide further cover for attacking players attempting to cap
- Added alternate entries on to last point
- Added additional areaportals
- Reviewed pickup locations
- Addeded additional cubemaps
- Added spectator cameras
- Too many additional changes to list in detail

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- Made all waterfalls transparent
- Reworked the top exit from caves at mid to nerf Sniping advantage
- Reduced open sightlines at mid
- Added sentry nobuilds to underneath waterfalls to prevent Engineers hiding them from player sight. (Teleporters and Dispensers are allowed for now)
- Added additional clipping to map edges and above all buildings
- Reworked building placement on second cap and added further detailing to demonstrate correct scaling
- Resolved an issue with clipping height at last point to prevent Demmoman from reaching an unintended area
- Added basic/rough soundscape

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- Reviewed scaling:
The map feels overscaled currently but cap distances are spaced well compated to other 5cp maps. It is intended that the map has a large height scale. Additional props and buildings will reduce this effect in due course. 2nd needs additional buildings and paths added for the next update.

- Reworked last for scale and height variance
- Resolved a mistake that caused a diference in team respawn times
- Added additional clipping
- Resolved displacment that was too steep to walk up at mid
- Resolved issues with multiple excessive sightlines
- Added additional directional sinage
- Added patches under pickups
- Added lights to a dark corner of the cave area
- Increased size of some health and ammo pickups
- Added markings for cap trigger zones
- Added textures to one of the buildings at 2nd to demonstrate scaling.
- Stopped 2nd forward spawns from being enterable from outside and removed the resupply