Adjusted the sentry hold on B
Adjusted red's last spawn exits so they are harder to set up a nest on
More detailing (Mainly below the main part of the map and on Red section of last)
Added some railings around the start of A
Expanded the right flank room heading towards the point
Moved B closer to A
Shorted the left flank to B to adjust
Opened up that flank as well
Added a platform next to B to adjust for the movement
Removed a connection from the right upstairs to the catwalks on C
Moved C point back a bit
Adjusted a side flank on Last
Detailing around Last and C
Updated to latest version of mobster vscript
Removed blue spawn to B sight line
Moved B flank staircase back a bit
Remade A entirely
> Now instead of having a direct route to D that opens up, with the route to A being entirely indoors, it's more traditional A/D starting setup. Each route has leads to the point, with the side routes giving advantages high ground
Reworked Red's forward spawn
> Now located closer to B
Changed the building the forward spawn was into a flank route
Blue now takes over the forward spawn after B
Extended the path to C
Added a stairwell connecting the C paths
Changed the C room
> The orientation of the room has changed, and the high ground should be easier for both blue and red
Opened up the Last room largely
Added some more noteworthy geo in the room
Fleshed out the red's last spawn paths
> Should be easier for blue flankers to deal with
Added a open lobby between C and Last
Added proper routes between the lobby and last
Adjusted respawn times for both teams
Added a second cane spawn
Adjusted health locations and amounts
Removed Steel-type logic
Ever since a2, it became clear that the teamplay needed for Steel type to work was incompatible with VIP, and that same version can into routing issues due to the older design. So the later versions weren't made with steeltype in mind and I finally removed the hub and control point logic to finalize this.
Reworked B again
Added more health and ammo to B
Adjusted B and C caps times
> Previously they increased in time to compensate for the larger teams, but now B and C now decrease in time compared to A to compensate for the longer walk times. D is the same as A due to similar walk time
Fixed the new setup doors not opening
Changed Blue's spawn into 2 rooms
Moved the VIP spawn into the second room
Changed the doorways around blue's spawn room
Separated the upper area of A
Added a staircase to the upper right area of A
Opened up the lower area of A
The overlooking ledge of the catwalk
Expanded the area in front of blue's spawn in attempt to combat spawn camping
Expanded the upper area of A to connect to the flank D route from blue's spawn
Directly connected the side A exit to the stairway heading upstairs
Moved red's forward spawn back from A and adjusted terrain to allow access to spawn room and a highground
The rest of the map was moved to adjust for the changes to A
Expanded on the blue spawn to D routes
Adjusted the spawn times to compensate
Fixed Red's A spawn exit not disabling after A is capped
Added an extra upper exit on A
Opened up the main A connection from Blue spawn
Reworked Red's Forward spawn
Adjusted the time to cap A and Red's respawn time on A
Shorten the B main route
Replaced B's flank with an exterior one that ends on a high ground vantage point
Added a second high ground on B closer to C.
Tweaked Red's respawn time on Last