Koth_standpipe_a2 changelog:
- Moved origin point out of the water
Now you won't hear underwater sounds upon first loading into the map.
- Widened an opening out of the water
- Applied no-build to water
- Lowered water slightly
This prevents the water texture from conflicting with other textures.
- Changed the blue barrels on red’s side to yellow barrels
Blue barrels on red's side of the map looked odd, changed them appropriately.
- Added ramps to make it easier to get out of the water
You only had two ways to get out of the water in a1, and often times players would get stuck on something attempting to get out. I now have exit ramps leading out of the water, makes getting out a lot easier.
- Edited west flank; now has two routes: one directly into point, and another slightly out of the way to flank.
Had complaints about how all of the paths felt like flanks; hoping this reduces that feeling.
- Made third spawn door dump the player on the high path
The original was literally pointless, and I only made it out of the personal need to have three spawn doors.
- Removed high path entrance to buildings on point
Too much traffic moved through those rather small buildings, seeing if this reduces it.
- Modified 2nd courtyard slightly
- Modified point buildings slightly
- Moved railings on point ramps closer to the edge of the ramp
Although generally a bad idea to keep in a major gameplay space, I want to keep this railings so that pyro's can't repeatedly airblast people off.
- Added respawn room visualizers
- Remade ramp brushes in interior courtyard
- Edited interior courtyard slightly
- Extended respawn wave time by 1 second