i had covid and nothing else to do so heres my dramatic return to this map!
- completely tore out red's spawns for B and replaced them with a more angled setup using the same exits. this should make the exits more equally used rather than the lower exit being the primary exit.
- removed part of the cover behind B and moved the highground platform down to make it more accessible to blu attackers trying to hold the area for the extended cap time. also generally changed up the visuals to better communicate where red is coming from.
- replaced the sightline blocker and chute in the centre of the C area with a more established highground defensive platform. This should help to push the frontline further away from the point and give red more control over the area.
- messed around with some routes around C in order to force blu to pass through the main C room wherever theyre going. this should help to reduce the 'unfocused' feeling of the point and keep everyone playing around the central space. i've only touched the left 'upper' route so far, and am interested in seeing how that plays before extending similar changes to the right 'lower' route. i definitely also feel like the lobby area before C is unfocused and confusing as well, but im unsure how to approach altering it so may end up completely tearing out a sizeable chunk of it for the next update. stay tuned!
- removed the flank route from behind C - this was awkward tight geometry, not fun to push through, caused blu to forward hold in an area that made no sense and made red have to defend against all sides with no safe wall to put their back against. Red can access the upper route through their spawn, and blu attackers in that area can use the balcony to attack the point directly.
- opened up the first spawn yard a bit to give red spies (chin) a bit more wiggle room.
- messed with spawn times a teensy teensy bit to help blu hold B when they already have cap progress on it.
- pickup changes.
- various minor displacement, prop, lighting, visual, geometry and clipping changes across the map.