Watercourse

Watercourse b6d

Started work on detailing
Minor gameplay changes
- Minor geometry adjustments.
- Increased height advantage of blue spawn to scare red players out of forward-holding too aggressively.
- Added a dropdown from right hold on A to the spiral staircase so red players can escape while A is being capped.
- Added a bridge that extends to the center building on B when B is capped to improve blue team's options when rolling out to C.
- Removed far left entrance to C, as it let red team bully blue team during their rollout.
- Made bridge over the river at C uncovered and added a ramp up to it so blue players can use it to spam out red players who try to come through that route.
- Added a bridge on the back side of the C courtyard to provide an alternate route to the high ground for blue team.
- Other minor geometry adjustments.
- Lots of minor geometry changes to improve flow and simplify geo.
- Moved the doorways at C forward hold to make combat flow more intuitive.
- Changed left flank at B to route the player to B instead of red spawn.
- Added a prop that lets attackers at C get to the high ground.
- Adjusted lighting.
- Adjusted respawn times.
- Put the back side of point C at a 36-degree angle to give more space to blue's forward hold.
- Added a new connecting doorway from blue's forward hold at C to the megahealth room to make that route less chokey and give red team a better chance to retake it.
- Changed the high ground red team has over blue's forward hold to make it less spammable.
- Changed left flank at C to allow red team to fall back and let blue team flank point B more effectively.
- Moved some health kits.
- Adjusted some geometry around B.
- Adjusted respawn times at B.
- Fixed the broken trigger on C.
- Adjusted geometry at B and C to make the river run through the second half of the map.
- Reworked right flank at C to make it a bit shorter and provide less height advantage to blue team.
- Reworked point B to give red team a stronger hold.