Wichita

Wichita A13d

-Added corridor from intel escape alley to above the small platform near other end of trains; this, coupled with other changes, should help with dealing with defenses in the lattermost area
-Tried to make sentry spot atop small container harder to use
-Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
-bruh moment
-More lights
-Cover adjustments
-Adjusted bridge geometry slightly
-Adjusted superjump barrier to make players on bridge more visible
-Mirrored door positions near trains
-Very slight detailing
-Tons of clipping stuff

Thank you to everyone who's playtested Wichita thus far, and good luck to the other contest entries. May the 20th be with you.
-sneaky diagonal door jutsu
-RANDY ORTON SLITHERING IN
-WATCH OUT WATCH OUT WATCH OUT
-RKO OUTTA NOWHERE
-dab goblin
-clips
-replaced wall with other nearby wall
-added the kurt angle to the mix
-slightly brighter lighters
-no longy shooty through gratey
-fixed an asymmetry
-uwu
-Adjusted spoon + added coomer
-dausgjsjdkghsd
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drtgyfgtugtgyhyhgfyhjfyjfgjfjfjggjfjfgjfgjfjfgjfgj
megalovania

E

when u try 3 best but u d4nt succ seeds
Changelog:
-Reverted mid back to bridge
-Third exit out of spawn
-r o c k
-R A M P S
-CHONK OUT OF SPOON e
-when you

i forgot to add better lights aaaaaaaaaaaaaaaaaaaaaa
Changelog:
-Redid spawn again because fuck
-Redid mid again because kcuf
-Changed weird dropdown shutter in cement garage to real dropdown via vehicle maintenance thing
-Remove upper area from train room, including the windows
-Adjusted cover around mid
-Dimmed the big lamps a bit
-m
Changelog:
-Fixed buggy dropdown doors
-Added some clarifying signs to spawn
-Removed one of the two staircases near trains
-Adjusted cover near aforementioned stairs
-Fixed misaligned lamps
-Opened up part of second floor of parking garage (like how it used to be) to give those that own that side of the map another means of contesting players attempting to enter the parking garage
-Minor detail adjustments

Issues that still need to be resolved:
-Finding ways to make mid less janky; flow better, encourage midfighting more, etc
-Add a feature to the cement truck garage shutters that forces the door open if it detects that a sentry is built in the trigger (why doesn't Ashville do this?!)
Changelog:
-Shifted entire spawn building over; this change is basically the impetus for most of the other big changes
-Added walls (with playerclipped tops) and integrated the cement truck garage into the "spawn courtyard"
-Redid entire weird bridge area immediately next to spawn; now a train loading bay with a second story and windows
-Rotated spawn-side well door entrance to closer dropdown into intel 90 degrees to compensate for previous changes
-Added water to the lowermost part of the intel room to make players using the closer dropdown not take annoying fall damage
-Removed the superjump-blocking overpass due to it being made redundant by the playerclipped spawn courtyard walls + the overpass made things way too dark
-uh

Will update screenshots later. IMP
Changelog:
-Added overpass (inaccessible) over mid to block superjumps across the map + added intrigue in the pit below the walkable bridge
-Shifted lower garage entrance to righthand side of garage (attacker perspective)
-Removed rock right next to bridge ramp and made the landscape walkable (this is also right next to aforementioned change); added cover building to compensate
-Downgraded health in put from mediums to smalls; added medium ammos somewhat nearby
-Fixed missing clip over cement truck garage on RED side
-i'm so fucking tired lmao