Twine

Multi Stage Twine B4D

[Overall]
-adjustments to pickup patches.

[Stage 1]
-lowered the mid red building roof on last


[Stage 2]
-made it possible to build on a rock-face in the corner of last > : )

[Stage 3]
-new route near the cart path on 1st
-blocked an OP sniper sightline on 1st
-blocked some sniper sightlines on 2nd
-fixed the cliff ramp being super steep on 2nd
-added a roll-back zone for last
[Stage 1]

[Stage 2]
-changed around a fence or two on first
-fixed a bug on last where you could get stuck while running up against the bridge fence

[Stage 3]
-new large flank route area to get behind snipers on last
-new route under cart path to avoid sniper sightline on last
-geo around the cart bend on last is now vastly different on the right side
-finally finished the track path for stage 3
-blocked a sightline out of blu's first stage spawndoor all the way on the right
-made the one-way cave door in stage 1 two way, but kept the door itself
-allowed red team to jump back up on to blu's high ground on stage 1 (please work)
-made a few more fences around the place brushes and not props
-made the sightline-blocking fence (you know which one) "fit in"
-fixed the prop culling on stage 2's first capture point door
-moved my signature (have fun finding it)
-added temporary fences to red's spawn on stage 2
-lowered half of the brushwork fence in the same place
-split health and ammo packs on stage 3's first point
-added a fence to the ramp on stage 3's first point to stop a nasty sniper angle
-removed a roof you could jump on in stage 3 and made another which you could jump on instead
-blocked a weird sniper angle in stage 3's cave with a temporary fence
oh lord where to start

-changed some (not all <3) fence props into brush barriers.
-optimized around the place (damn you stage 2)
-buffed some health & ammo packs
-changed blu's 3rd exit on stage 3
-revamped most of the area directly outside of blu's spawn on stage 3 (need way more feedback on this)
-twine sign actually has in-universe dates & measurements that make sense.
-filled out track props in stage 1 and stage 2
-new flank on stage 3's last
-made sure stage 3's ending pit was more visible so you wouldn't walk into it
-added resupply signs on stage 3
just some more quick fixes to try and make Stage 1 easier for blu.

-one-way cave door to prevent red flanks
-removed crates near stage 1 blu balcony to make it harder for red to flank.
minor update

-hopefully made red flanks harder by removing a door on the flank building closer to red on stage 1
-widened a few doorways around stage 1
small bug fixes I thought I already did but I guess not
-Displacement-ified the ground (almost) everywhere
-TEXTURES FOR THE CAVE FLOORS??? (no way)
-Re-vamped finale sequence ;)
-Fixed spawn timings for last
-minor optimization
-opened up stage 3's last a little
-moved blu's sniper balcony out of the first stage's cave to the side
-fixed some old geometry
-hopefully optimized the map a little more
-changed a route in stage 3's cave to delay blu a little more and make the spot around it more defendable
-adjusted spawn timings
-closed up more of stage 3's cave's useless areas further into the round.