Closed off most of the tunnel system except the part underneath the point, making it more of a direct flank to the enemy staging area. Also moved the full healthpack and ammopack slightly. Made one of the small healthpacks a medium one, fixed the killing door. Updated the ambient lighting to be slightly brighter.
Made a new flank area, made it more difficult to get to the other side of the map from the ground floor, made it easier to get to the top flank section from the ground floor, re-added the doors to the upper area across the point, but put a 1-way door there so it's much more difficult to spawncamp, added an additional healthpack in the new flank area. Hopefully this new patch will promote more fighting in the actual middle of the map and not just at the spawns or the exits of the spawn area. Still no colored wood textures yet, but those will come soon I promise.
Made it so that the point is no longer the highest point on the map, so it should be easier to take the point. Also added some sightline blockers near the point to prevent snipers from being able to see the point from halfway across the map. Added an extra wall near the spawn to block a sightline in the spawn.
Improved clipping, fixed an error that let you get on top of the area above point. Changed some of the wood on the blu side to more neutral wood colors to distinguish it from red spawn. Made it more clear which areas can be stood on and which ones can't, fixed lighting in a few areas, and more minor general improvements and fixes. Definitely the least significant change so far but I feel generally good about the layout at this point. I do want to test it out a few more times before moving to the beta phase.
This is the first version where the spawn area hasn't changed! Yayyy! I feel like the placement of the spawn is generally good, and I've gotten good feedback about that. I connected the lower areas below the point to the upper areas near the point so there's more of a purpose to go down there (in addition to the full health pack from last time) I made it harder to get to the upper area across from the point from spawn, as a measure to prevent the enemy from being able to easily spawncamp. So, now there are fewer ways to go from spawn, which should help streamline the map’s flow. I also fixed the red spawn cabinet not working, and added an additional health and ammo pack on the way to the point if you take the lower route, which is now encouraged. Overall I think the map layout is very solid at this point. I hope. (famous last words)
changed the spawn completely yet again, added an additional exit to the spawn, opened up the area around the point, added a full healthpack in the area below the point, fixed the fake wall glitch underneath the point (still not sure what caused that but i just remade the area and it fixed it)
Finally, the new version of timberfort is here. I completely revamped the way spawn works, making it MUCH shorter to get to the point, as that was the biggest complaint with a1. I also put player clips above the buildings in mid so they cant be stood on anymore. The spawns also changed position, so now the point is the middle of the map rather than the back of it, and players should be meeting at the point more often instead of the flank.