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Changelog
Adjusted the height of the water around A
Adjusted Blue spawn time after A is captured
Adjusted the length of the ramp at last
Adjusted the height of the water on A
Adjusted Red spawn time after B is captured
Adjusted the bridge width at C/D
Adjusted the layout at A to remove a horrid sightline (I removed the cover, leaving snipers exposed if they wish to use the area)
Adjusted health and ammo sizes in areas of the map
Adjusted the position of A's cap
Adjusted the size of a doorway around C to allow spies easier access
Adjusted the height of Red's high ground at B
Adjusted A's buildings to make for a better defence
Adjusted skybox brushes to increase performance (hopefully lol)
Added a trigger to the waterfall on last that exstinguishes players
Added an exit back to last
Added a small ammo pack to D
Added nobuild triggers to the water near D
Added stairs to C as an alternative route onto the highground
Fixed respawn vis not disabling at Red's forward when A is captured
Fixed a sightline from B to C
Removed a medium health pack on B
Changelog
Adjusted spawn times to allow better defence
Adjusted the distance Blue have to push the cart at D by 128HU
Adjusted the max timer to 8 minutes
Adjusted the position of B's cap to be back slightly to encourage C defence
Changed Red's forward spawn logic to, when B is capped, open the doors up and disable the RScabinet
Removed a Red spawn exit to avoid Blue spawncamping by avoiding all combat in the area
Removed the one way door at A and changed it to a flank route for Red to get up to the highground
Added a rollback to B
Added clips to wooden stairs models
Added over on the approach to C from B
Changelog
Removed a rock near A which was causing players to get stuck
Changed a flank route around last
Changed a flank around C to not allow Blue a free bit of height over C
Changed the position of the large ammo on A
Changed the window models to avoid confusion with glass and no glass
Adjusted cover around C to avoid massive sniper killzones
Adjusted spawn times for last
Adjusted the timer not to be 10 minutes to defend last
Added a ramp in Red's final spawn to allow easier and quicker access to the right exit
Added a shack to C for allow for forward holding
Reworked B to give Red more of a chance of defending
Fixed a clipping issue on last
Changelog
Added doors to flanks that should not be open until later in the game
Reworked some flanks looking over B
Reworked forward spawns to be pushed back one to avoid blue rolls
Added a door which closes off a flank to D, giving red engies less of a nightmare to deal with
Added a teleporter to Red's forward spawn which takes you back to their lasts
Reworked some sightlines
Reworked C to allow for more areas to set up sentries and defend from
Reworked a little bit on last to allow for better sentry nests and areas to defend from
Reworked Blue's third forward into a flank route to C
Other tweaks here and there