-Removed OP red mid entrance
-Created some sightlines through mid to make for some spicy sniper gameplay
-Other misc. changes
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-Added new underground flank on B
-Rearranged raised area on the inside area before B
-Added roofed portion to break up sightlines before C and to provide an advantage for attackers
-Added raised entrance into C to make capping easier
-Rearranged the flank on last to prevent defenders from...
-Added new underground flank on B
-Rearranged raised area on the inside area before B
-Added roofed portion to break up sightlines before C and to provide an advantage for attackers
-Added raised entrance into C to make capping easier
-Rearranged the flank on last to prevent defenders from...
-Added a closing door on first to prevent red from abusing a powerful flank.
-Messed with health pack placement around first
-Added a ramp in the building between A and B
-Added some extra cover for defenders on last against airblasts
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-Added a closing door on first to prevent red from abusing a powerful flank.
-Messed with health pack placement around first
-Added a ramp in the building between A and B
-Added some extra cover for defenders on last against airblasts
-Moved door back on right flank on A
-Fixed a sightline...
-Decreased respawn time for Red on last to increase the challenge for attackers
-Decreased respawn time on first from 18 seconds to 14 seconds
-Altered cover on C and B
-Increased visibility of the underground flank on last
-Messed around with health placement around the entire map.
-Raised...
-Decreased respawn time for Red on last to increase the challenge for attackers
-Decreased respawn time on first from 18 seconds to 14 seconds
-Altered cover on C and B
-Increased visibility of the underground flank on last
-Messed around with health placement around the entire map.
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-Red should properly respawn immediately after capping A&B
-Replaced the main entrance into D with a wide door facing south
-Moved some arrows to avoid confusion coming out of spawn until I can find a better solution
-Moved door to face the drop down into C to prevent Red over extending...
-Red should properly respawn immediately after capping A&B
-Replaced the main entrance into D with a wide door facing south
-Moved some arrows to avoid confusion coming out of spawn until I can find a better solution
-Moved door to face the drop down into C to prevent Red over extending.
I got naed during a test because I didn't check spawns like a dumby
-Fixed teleporting spawn stuck spot
-Removed one way door on B
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-removed spool from blocking door at first
-turned staircase at last into dropdown and flank and widened area
-increased setup time
-increased spawn time on blue for b
-decreased spawn time for red on b
-added force respawn on caps for red...
-removed spool from blocking door at first
-turned staircase at last into dropdown and flank and widened area
-increased setup time
-increased spawn time on blue for b
-decreased spawn time for red on b
-added force respawn on caps for red...
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