Gameplay stuff:
  • Updated red spawn to A
  • Added new underground route into B (experimental)
  • Updated blue forward spawn (experimental)
  • Balanced respawn times
  • Added new cover in various areas
  • Sealed off the dropdown room into B as it was too OP for blue
  • Removed the objective-gated doors so now red can retreat towards B if they are about to lose A
  • Balanced and updated red final spawn area
  • Added windows in certain choke areas to help with prefire and reconning enemy team
  • Added stairs up to A balcony
  • Probably some small bugs I missed i know there's a floating box and some unclipped stairs
Aesthetic Stuff:
  • Many new materials and assets (too many to list)
  • new soundscapes (currently broken sorry)
  • custom crates
  • better lighting

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  • fixed the ridiculously long red spawn time for C
  • fixed a spot really high above A that could be launched up to
  • rebuilt blue first spawn area
  • changed upper area of blue exit to A
  • added some new assets
  • updated some signage to be easier to see

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  • added some new assets (just kinda throwing stuff on walls for my own sake, figuring out theming and whatnot, so there might be some stupidly placed things)
  • updated respawn times
  • moved a few pickups around on blue-side C
  • updated the welcome screen
  • some other stuff i dont remember i'm really tired writing this
  • repacked/compressed bsp
  • updated lighting, added placeholder signage lighting around the whole map
  • adjusted red spawn times
  • after B is captured, after 1 minute passes, a small door opens that leads blue back to their first spawn room with access to a resupply locker (doesn't affect forward blue spawns). did this to give blue just a little bit of an edge while they try to push the last area, though this might get reverted
  • changed a small room inside C to be single entrance in favor of blue, added medium ammo pickup
  • added in some ceiling vent models just for testing
  • expanded the capture area of A to reduce the cluttering
  • lowered the upper blue side half wall on B
  • added windows for red team to view B before entering, and added a new door leading onto B to let red cross around B safely
  • fixed first blue spawn nobuild
  • added (showcasing?) metal floors. texture is just splashed on and such but I just wanted to hear metal footsteps lol
  • improved lighting in numerous areas
  • fixed some clipping
  • adjusted cap and red respawn times
  • expanded back of A (removed the big window), added another route for red to get into A
  • added glass to the window room on A red side
  • closed off the route from A to the scaffold thingy until A is capped
  • expanded red spawn, moved exit
  • updated pickups in C area
  • added some resupply signage
Replaced station brush with model
  • Reduced capture times
  • fixed door triggers again
  • Added the panel model for the red/green lights around the map
  • Improved lighting on A, also added some computers in a spot that was too empty
  • Expanded cap point on A, tinted floor white to show the capture zone
  • removed railing collisions, replaced with clips
  • Moved some pickups around
  • added a temporary welcome screen viewing "the whole map"
Fixed door triggers and a few other random things