Added another route to the top level, coming from the cart path/choke
Added more signage to the basement, to encourage players to use it to travel to the top level (this route has been integral, but hard to find and few people ever knew it existed)
Made Blu's route to the top flank less convoluted
It now originates in Blu's lobby for C, rather than at B
D
Made it more difficult for Red to reach the Safe Structure
Extended some highish ground on the Blu side
This should make Blu's side of the area less invadable by Red, as well as giving Blu more chances to push forward
General
Shortened setup time
Fixed a door clipping at Red spawn
Adjusted spawn times for balance, as well as coordinating pushes.
Much bigger update this time, since there was a lot of rebuilding.
Changelog:
A
Rebuilt A to widen it in all directions
Added another staircase from the tracks to the balcony
Moved the point further forward, so ensure Blu can only cap once Red has been truly pushed out of the area
Added some much needed theming, specifically making the area a train station, including reworking the left flank into a train warehouse
Rebuilt Blu spawn to be more intuitive and to not encroach on space needed for D
B
Rebuilt B to give Blu a reasonable way to assault Red without stomping the entire server
Widened choke significantly
Removed path to the right flank from the Red side, but made it less effective for Blu
Reworked the left flank, so that any Red players attempting to use it get behind Blu will now be directed into the choke instead
C
No major updates
D
Widened entire area, specifically the C-D connecting area to give Blu more methods of entry into D, specifically to prevent Red from using the underpass as an earlier choke than intended
Gave Blu a better forward spawn so they can better pressure Red
Fixed stickies bouncing off of a fence (thanks r0nii for discovering and recording it, and thanks Tiftid for your unfortunate sacrifice)
C
Rebuilt the flank routes with the goal of reducing travel times for Blu, as well as making them more worthwhile. The aim is that they finally have a space to overtake Red's overpowered high ground
D
Made the upper balcony much more defendable
Blu now has a much longer walk to the balcony that puts them in Red's line of fire
Red has an extra door from respawn to the balcony
Increased health and ammo on the Red side of the balcony
Adjusted spawn times in Red's favour
General
Updated floor textures from dev's to a ground texture. Not strictly game-changing but it livens the map up a lot. No more dull grey endless expanses to walk upon
Minor tweaks to point B. Strong chance I will have to rebuild the point in the future, but for now I've just tried to make the current build better balanced.
Added health to the lower area of A, to help Blue as they push towards B
Removed cover from the right flank since it didnt help Blue much, and instead hindered their access to the cart
Made right flank slightly less friendly for Red by making it tighter to walk up
Readded stairs between choke and left flank to make it easier for Blue to reach
Added a small health kit to the left flank
Removed the rollback before the point itself
Made Red's respawn timer slightly longer
Made Red's spawn exit for A/B two-way
Rest of the map
Rotated 180 degrees so the light_environment hits more important walls
Raised cover in the trench so that it's still in the shadows
Made Red's spawn room cover the hallway as well as the main room
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