Vscript update
> Relevant change to point out: Mobster now is worth 2x capture rate
Added protection for blue spawn
Removed the small staircase from the highground overlooking A to the connection to blue spawn
Removed the second half of the B highground
Removed the staircase in Last courtyard
Reduced the height difference in the far Last courtyard and lobby
Adjusted some time related stuff to see what happens
Updated to use latest version of vscript
Made the exposed hole on A highground to blue spawn more covered
Added an extra stairway on Last connection area
Oh boy another one of those rework every section of the map updates:
Reworked A highground
Moved A point more into the back building
Rotated B area 90 degrees
Removed the catwalk on B and replaced it with a platform
Reworked the side route on B
Added a separate battle space between B and the lobby before Last
Implemented latest version of vscript
> Includes mobster model!!!!!!
Reduced amount of ammo above A
Added a connection to the left B flank to the main route
Added one way windows on blue's first spawn
Fixed an issue prevent red from using the Last spawn
Major map reworks
Moved A farther up, and replaced where it was with a curved ramp
The upper route of A now is just open and contains a small peak hole into where A is now
The left flank route of A has been expanded to connect to the sentry building
The old B point has been removed, and been replace with a connection area to the area where C is, which has been moved closer to A
The flanks of B + C has been adjusted as well
And so are the forward spawns (Noticeably blue's which face towards C into last)
Last room has been overhauled with more distinct connections to Red spawn
The center + point itself has remained somewhat unchanged
The connects from Last to B has been replace with a more smaller mid area with better high grounds
Changed the flank from B to Last to better circulate players
> There isn't a door rn and this area will be monitored closely
Spawn times are unchanged for the time being
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