Traintower A5 Changelog
GENERAL CHANGES
-Made setup time longer so RED has more time to properly set up.
-Added various signboards around the map to point the right way for both teams. These signs will disappear after certain objectives being captured.
-Made BLUs first spawn doors stay open when setup is finished. Will have to check for problematic sightlines resulting from this.
BLU STARTING AREA
-Caves playable area has been reduced. Not many people went in there anyways, so hopefully it wont be as confusing to navigate through the starting area.
BLU SPAWN
-Added various set dressing around and behind the BLU spawn building.
-Added a second resupply locker near the cave door and the doors looking at the bomb cart.
-FOLLOWUP AREA NEAR BLU SPAWN
-Yet again changed the ramp next to the RED boxcar leading up to the first major building. Hoping this encourages BLU players to use the flank down to the cart track, as well as the medium health kit.
-Added a open window looking into the big transitionary building. This was where a very powerful sentry nest was popular to build in, Im hoping this window helps clearing out turtling RED engies.
AREA AROUND A POINT
-Moved some walls around so there's a oceanfront set dressing. Gives the area a bit more light and hopefully makes it feel less cramped.
-Changed the way BLU accesses the elevated track in this area. The flank route to the elevated track doesn't open up until BLU really pushes the cart out of the transitionary building and hits the right turn towards A. After which a door lets BLU players go to the flank room, with the arrow board moving out of the way for them.
-Added two new platforms for RED to overlook the A point. One is a decent sniper platform, but not too oppressive (or at least I'm hoping). The other is a good place for engie to set up in, or for RED players to try and get on top of a strong BLU push.
AREA AROUND B POINT
-Changed the type of stairs leading up to the office building.
-The bridge leading up to the B point has more cover for BLU now, and is wider. There is now also ammo next to the health kit near the window.
-Changed the window tint to be darker (Its seriously embarrassing to see how many people tried shooting at players on the other side of the glass....)
-Changed the ramps in the flank route going under the cart and into the RED tower.
AREA IMMEDIATLY AFTER B POINT
-Changed the layout of the building next to B. Now instead of a straight line to RED's second spawn, it has a door only RED can open inside. This means that once B is captured, BLU players are funneled into the new flank route past the missile train car.
-The unfinished building is changed, now the ramp leading into it is on the dumptruck, and generally makes that route less scattered from the main cart path.
-The underground route has been adjusted to only let BLU players emerge right next to the roofed balcony next to the BIG door. Will have to be adjusted further depending on feedback.
-Access to the roof of the building overlooking B has been removed. Now the only walkable part of that roof is farther down the line.
THE BIG FUCKOFF DOOR (AND AROUND IT)
-The smaller door inside the big door now opens again after the big door moves to a certain point. This lets players into the walled off flank route, whereas before it was a bit too open.
-Added a net wall right behind the big door that is looking at the lower flank route. Hoping this helps define this flank route more for both teams.
-On a part of the cart track, there is a switchbox where the big fuckoff door is activated, as well as an orange line leading to the big fuckoff door. This hopefully will translate why the big door was opened.
AREA AROUND C POINT
-Removed the cave displacement near the point. I needed to change some parts around it + it kind of looks bad anyways.
-Added a walkway for RED players to get onto the high ground overlooking C better.
-Made the door coming out of REDs third spawnroom area a drop down, to discourage BLU players from going up into a dead end.
-Added a door at the end of the lower flank route (right side for BLU, left side for RED) that only opens when C is captured, to prevent obscene flanking.
AREA AFTER C
-Added a ramp to get onto the big red pipes.
-Doubled the width of the big red pipes.
-Closed off the small window that overlooked the bomb cart path before the double ramp. Horrible sniper sightline there, from both ends.
-Added a fence and warning signs to the deathpit next to the big red pipes, because the TF2 player sees a dark abyss and thinks "Hm, this looks like an awesome place to jump or strafe into!"
THE FINAL POINT
-Made the doorway into the big room smaller.
-Widened the whole interior basically, and removed some pillars.
-Changed the underneath flank. BLU must get into the locker room to get underneath, and the platform underneath the final point has been greatly downsized.
-Minor cosmetic changes.