There was a recent Cave-In that destroyed 2/3rds of the compound, but that doesn't stop the mercenaries from fighting the point nor the smugglers from finding more terracotta warriors! This version follows the recent feedback in a brutal way. This pathway is confusing? POOF, pathway gone. Now this map is straightforward, shorter and compact, making it easier to get to the capture point without going through loops or accidentally ending up in the enemy spawn (Technically you have a 1/5th chance of getting to the enemy spawn in under 2 sticky jumps but that's only if you really want to engage the enemy).
Patch notes:
-Absofuckinglutley destroyed 2/3rds of the map, which is most of the southern portion of the map
-Moved attacker spawn point closer to mid
-Decreased cap rate, cap time and spawn time for attackers.
-Increased spawn time for defenders
-Optimization
-Polish and detailing with more props, buildings, and overlays
-Smaller file size
Future goals:
-Possibly more optimization?
-Decrease possibility of spawn-camping
-Balancing depending on feedback