Packed the map, after I forgot it in a6
removed bad logic connection, that wasn't needed
Created a new last point, because the old one didn't played that great a was a little bit boring.
Detailed second point, because I was bored and wanted to try out the artstyle
Adjusted the spawntimes when tems attack/defend the last capture point (previously it was likly to get instantly capped after the second point was capped)
Fixed a z-figthing displacment
Changed respawn times, to make it easier for defenders at the last point (go often overran by the attackers)
Removed railings on 2nd capture point
Moved middle capture point actually in the middle (was moved to one side slightly)
Made ramp to middle capture point wider
Removed some skybox brushes from some roofs (still many to do)
Removed fences from middle spawn to make it less cramped if you walk out of it
Replaced some fences in the middle with hedges to make it easier to distinguish parts of the map
Made 2nd point easier to access by creating a bigger ramp up to it.
Changed texture of displacements (again), to make the map less bright, while it uses dev textures and aligned the textures on them
Changed mid completly after feedback of a gameday
Added wire in the train gates to indicate you can't shoot through them.
Changed map style to winter theme (might change again, I'm just trying what is the best)
Added 2 info_observer points, so the map can't crash if all players die at once
Added some frontline props (very few)
Just a reupload of the a2 version, because of the site problems.
After some problems in the gameday I fixed some problems:
- Added health and ammo packs
- Added an info_observer_point
- Fixed mssing textures on displacments
- Added two signs in mid to lead players towards the objective