- general/all stages:
- increased capture area size
- increased time until control point unlocks to 25 seconds (was 15)
- increased capture time by 33%
- logic updates
- updated logic to use the latest Best of 5 prefab
- taunting in setup is now prevented (sorry Conga Strat Gamers™
)
- added support for feedback rounds
- portcullises between all stages open during feedback round
- fixed issue where players couldn't jump during fb rounds
- all spawns are now enabled during fb rounds
- stage 1
- fixed geometry to not require a jump out of capture zone pit
- stage 2
- added more flooring near spawn to prevent unnecessary deathpit deaths
- cleaned up geometry
- fixed an improperly-placed fence near the map bounds
- increased size of capture area flooring
- made paths directly to mid point wider to encourage it as a main route
- flank route is now generally safer
- added a second flank route (takes longer but is not as much over the water)
- route generally requires fewer jumps
- increased the size of some of the floating platforms
- shuffled cover around mid
- stage 3
- fixed clipping on tree on mid hill
- smoothed top of hill (not as steep)
- moved pickups on hill to be fully symmetrical to not give RED the health advantage
- increased height of skybox to allow full trimping rollout
- improved trimp fences at spawn to no longer require a jump (subtle clip brushes)
- added braziers to the hill
- stage 4
- shortened some of the side fencing to allow quicker rotations
- redid the very center of the map
- added a dividing fence to prevent instant rushes
- solved the Case of the Disappearing Barrel™
- moved the control point further towards the cliff
- increased capture area size
- added braziers to upper area
- stage 5
- added side flank around team-coloured house to the right of each team's spawn
- flank connects to side alleyways
- connected both mid paths together through thin planks
- increased visibility through mid flank
- fixed visible holes in the roofs
- improved movement through box-flank
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