- Adjusted capture times
- Redesigned spawn areas
- Expanded the area around the lower shed to have an alternative route around the side
- Turned the lava into water
- Cliff route up to the top level (B point) is now covered to patch an annoying sniper, sentry etc. spot
- Spawns now have respawn triggers
- Added a spectator camera
- Adjusted capture times
- Added more cover around the A point
- The A point now heals the team that has captured it to add incentive to capture the lower point
- Expanded the shed area behind A point more, and changed the way into the A point to be through a single door on the back to make holding A easier
- Small health pack moved away from A point slightly
- Adjusted HUD so A&B have icons and A is below B
Interesting idea about capturing A healing players - is it a heal over time thing or something like a one time heal for the players that capped the point?
sounds like whichever team gets the top one will have an easy time holding mid?
I guess we'll see
As usual, not a fan of the Cherenkov-blue water. For one thing, this is TF2, a game where an energy drink can make you invincible because it's "fulla radiation, which as we all know is great for givin' people superpowers". Scientifically accurate depictions of stuff that even other, more "realistic" video games get wrong is a bad idea thematically. Secondly, it's a team-specific color.
- Tidying up
- Fixed HUD being weird
- Skybox looks less awkward
- Frontline-ier
- Minor displacement fixes
- Minor lighting fix
- Removed asset created by very inactive user (cannot add to workshop contributor list)