Railings on C only block players now; you can shoot through them.
BLU moves spawns after A is capped after a short delay.
RED gets a temporary forward spawn WITHOUT resupplies once A is capped.
For real this time, buildings should no longer be buildable underwater at C
The wall that opens when B is captured in RED first spawn/BLU second spawn now visually appears as a door.
Extended the flooring of the water pipe shortcut at C to cut down on some of the death-pit-ness.
The airplane that gets shot down to open the way to B MIGHT glow. Set glow_outline_effect_enable
to 1
to see if it does.
B's water's cubemaps should be fixed, but the water is still opaque. It is sewage water after all.
One of the tanks wrecked outside BLU first spawn has been towed away and an inert bomb dropped in its place. It might in the future explode and kill everyone if damaged enough.
RED's last spawn now has a new exit that reinforces the battlements area past C point.
The airplane that gets shot down to open the way to B SHOULD be visible sooner after spawning.
The tables in the employee lounge have been turned right-side up. Guess no one got the reference.
Floor signage has been added to show RED the fastest way to get to B. (It's via the duct tunnel.)
The lights high above C have had their collision rights revoked.
The exits out of B should now have no entry signs once B is capped to help folks know to wig out.
Misc clips added.