undone

undone A12a

-Revamped B's Lobby to hopefully make it easier for the blue team to push
-Minor respawn wave timer / cap timer tweaks
-Undone the changes to make the map 3CP and is now 2CP

-Redid the final point, here is the old one (circa A8)
finalPointOld.png

Here is the new one
finalPoint.png
Barriers that once existed are now raised up to make it feel less like one big ass room. In addition, one big pillar has been added to the slope adjacent to RED's final spawn, to give the defending team more cover (also hopefully a good place for an engineer to place a dispenser). More cover has been added to the diving board area to make it easier for the attacking team to actual get into the final point's room. Some blocks have been added to allow classes to get out of the final point's pool area through crouch jumping. Scouts can obviously use double jumping instead. This gives defending players different ways of alternating between holding from the bottom area and holding from the top that isn't turning your back away from the point.

-Refined certain areas of the first capture point, this includes widening up some areas while preventing pathetic sightlines.

-I wanted to revert the name back to uturn but I recently learned that there's a map also named that so I'm keeping it as undone.
-Fixed bugs with doorways
-Increased A's cap time by one second (reversion)
-More signage to help signify routes
-Opened up the back area of C
-Lowered A's cap time by 1 second
-Modified final point's layout slightly
-Changed the name to Undone from Uturn!
-Map has 3 control points instead of 2 (A's cap time is 9 seconds, B and C's cap times are 6)
-Last has been yanked right out and replaced with a new one that will hopefully allow Red to safely defend without feeling the constant need to push.
-The two chokepoints / routes into A have been widened, other A improvements have to do with the location of doors as well as other thickening measures.
I have made an attempt to fix some problems with the map.

At point A, players made constant remarks about the long cap time being a piece of artificial difficulty for attackers. Instead of reducing the cap time alone, A has been slightly redesigned to be more focused. The cap time has be reduced to 12 seconds to 28.

Point B's lobby still needs tweaking but one of the hallways have been widened and modified to allow to rotation from the different flanks.

The top route has been changed as well, hopefully preventing spam pushes from that corner of the map.
Additionally, the capture zone has been elongated with a reduction in capture zone time (to 6 seconds from 8-9-10 seconds). One last addition was a slightly longer respawn wave time for the red team on B. As it feels like that the entire red team is a fleshy fortress for the attackers due to how fast the respawn cycle seemingly is. Hopefully this fixes that issue.
-Tweaked the layout of several buildings to make them less convoluted and to give multiple routes for attackers.
-Tweaked cap times to be more or less than they were initially
-Tweaked locations to prevent unfair sniper spots (e.g. sniping from within their own spawn at B).
-Mostly just changes to the layout on B to make it easier (hopefully) for RED to defend via holding and not constantly pushing. Will try redesigning the lobby area in the near future if it's not super interesting.
-Lowered B Cap time to 7 seconds from 8
-Reduced Respawn Wave Timers for both teams during Point B
-Minor layout changes to B
-Reduced B's cap time to 8 seconds from 14
-Increased A's cap time to 25 seconds from 22