Small adjustments to respawn times and timer lengths, to prevent B (and to a lesser extent, C) from being rolled after A.

Adjusted the bridge at A to (finally) feature a roof to prevent stickyspam over it. Also added a brush to completely block projectiles coming over this wall, as well as some buildings at B.

Adjusted some health and ammo to make pushing D less unbearable, and make pushing C less free.
Few structural changes, I think the layout is close to done (even though it aint perfect, but whatev, I enjoy playing it). The only place that could really need changes is D, and maybe C.

I did a fair bit of detailing, so it seems to me that the next version will be b1
fixed upload bug
Small update, most of my focus was improving D, which will still need more major improvements.

A
  • Added a bit more fencing to nerf Red snipers, might not keep

D
  • Gave Blu more routes and options, usually in making it easier to reach the more advantageous spots without running though the choke
  • Limited sniper angles from the upper deck for Red again
  • Moved Blu spawn to the other side of the B-C connecter room, so that they don't need to pull a 270 degree turn to reach D, as well as to make it harder to camp.
Fixed the LDR lighting
Changelog:

Heightened fence on bridge at A, it is no longer possible to jump over it now.

Cleaned up Blu's flanks into B. Left flank should flow better for attackers, and the geometry overall makes much more sense. Right flank was somewhat widened as well.

Many small visual improvements
Changelog:

Bugfix of a13b, which only had HDR lighting. This version has LDR and HDR.


Hopefully.
Changelog:

Slight tweaks to a13, namely in making C playable again.

C has had a history of blue steamrolling Red, usually caused by having too many routes for free. So I've slowly been whittling down Blue's options to make them more predictable to aid C's defendability, but it seems I've gone a step too far. Hopefully this version strikes a nice balance, I've brought back Blue's shortcut to the highest level, but hopefully they won't be able to overuse it, so Red still has a chance.
Changelog:
  • A
    • Ground level fences at choke are now see-through
    • Added a path from blu spawn to the choke on the right side to allow better retreats for blu, as well as a more covered path to the choke
    • Cliff flank has been removed, replaced with a simpler path that stays closer to the main area
  • B
    • Made left flank for straightforward by removing the branching paths
  • C and D
    • No major changes, want to see how A and B go before I change too much
Changelog:

A lot of subtle balance tweaks, namely timers and respawn lengths.
Cleaning up of sketchy geometry.
Probably more things that I forgot