Splinter

Splinter b4

OVERALL:
-Added "Best of 5" format to rounds (Thanks Sarexicus!)
OVERALL:
-Soundscapes
-Cubemaps

SAWMILL:
-Modified layout to be more symmetrical
OVERALL:
-Changed round time from 1:30 tp 2:00
-Fixed holograms persisting between rounds
-Fixed cap models not changing colors on capture

BUNKER:
-Added missing health and ammo to red side connector
-Added connections between inside flank and middle route for both connectors for quicker rotations
-Raised spawn by 128 units to make spawncamping less viable
-Fixed the Flume blue spawn being accessible during Bunker round

SAWMILL:
-Added connections between inside flank and middle route for red connector for quicker rotations
-Added ramp to point from water flank
-Shrunk sawmill playable area
-Removed wall on red side to allow a prop jump up from the cliff flank
-Raised height of monitor windows to remove need for crouching
-Raised blue building by 128 units and added deck to give blue a better holding spot within combat distance of the point

MINEHEAD:
-Complete redesign. Now more open! Now more elbow-shaped!
-Moved blue health and ammo for middle route to be closer to path exit

FLUME:
-Added missing health and ammo to blue side connector
-Added connections between inside flank and middle route for blue connector for quicker rotations
OVERALL:
-Artpass

SAWMILL:
-Moved point to the side of saw, shortened saw travel distance
-Added additional door to blue spawn
-Expanded area under unused red spawn

MINEHEAD:
-Added additional door to unused spawn building to reduce cover for red players holding forward
-Added additional flank for blue team to completely avoid unused spawn building forward hold

FLUME:
-Added additional door to red spawn for more obvious access to low flank
OVERALL:
-Set starting spawn wave time for both teams to 6 seconds
-Set defending team's spawn wave time to 8 seconds
-Set attacking team's spawn wave time to 4 seconds
-Changed round timer from 60s to 90s

SAWMILL:
-Added small ammo to water route
-Added medium health to cliff route
-Deleted full ammo on red side (leftovers from arena version)
OVERALL:
-Changed gamemode to KotH
-Adjusted health and ammo placement throughout
-Removed setup gates
-Detailing

BUNKER:
-Reworked flank routes for both teams to make more sense in a KotH context, allowing quicker rotates and less immediate access to the enemy's route
-Added third route for both teams
-Added spawnrooms

SAWMILL:
-Added waterwheel
-Removed part of the deathpit
-Added spawnrooms

MINEHEAD:
-Added wall to rooftop over point to prevent quick access to a high ground immediately overlooking enemy's entrance, and to provide better visibility to the point below
-Removed deathpit and adjusted routes in area
-Added spawnrooms, clipped off roof

FLUME:
-Added ramps to allow for faster rotation between routes (when Flume acts as spawn for another point)
-Added third route for both teams
-Added spawnrooms