- Increased brightness of environmental lighting.
Mainly just a small adjustment to brighten up a couple of the darker areas.
- Increased size of 'A Barn' main doorway.
The barn is an incredibly important building for blue to hold in order to capture A, if the defending team are putting up any sort of resistance. Previously, it wasn't being used much as it didn't appear to be a major/important area for blue to use. I've made the doorway bigger and added some more eye-catching detail on the interior to draw players towards the route in an attempt to get it some more use.
- Raised the rock immediately under the 'A Barn' window.
It was intended for the rock to be
possible to climb, albeit very difficult. However, it was just low enough that a class with enough speed (powerjack pyro, whipped soldier, etc) would be able to consistently jump onto it from ground level and then get through the window into the barn. I've raised the rock so that this is no longer possible, and the rock has to be climbed the "right" way.
- Boarded up the open window on the A high-ground house.
This window was intended to be quite strong, but it has been overperforming. It provided too much cover for anyone shooting down onto A and was annoying to fight against as anyone except sniper. This change should encourage players to leave the room for combat and make it a better spot for engineers.
- Blocked off a particularly strong sentry spot on D.
D isn't a particularly strong point for engineer, but I have been trying to create some more appealing spots to build with each iteration. One of these spots however, was a bit much. No safe sightlines onto this spot meant no fun for blue team. I've blocked off the spot with a prop that should do a good enough job of saying: "yeah, you can't build here buddy".
- Adjusted respawn times for D.
D has been a bit of a mixed bag in playtests. Sometimes blue rolls, sometimes red effortlessly holds. However I recently implemented a system that lowers reds' respawn time significantly once the cart is in the final stretch (the segment of track on the platform near the train track). Good idea in theory, until you take into account that that's where the cart is going to be spending most of its time on D. I've increased reds' respawn time slightly for this section but also decreased blues respawn time.
- Adjusted pickup sizes around A.
The small health and ammo pickups in the cliffside building are now a full health and medium ammo pickup.
- Detail improvements.
- Fixed the payload getting stuck in some areas.
- Fixed pop-in on various props.
- Increased the volume of the train gatecrash sound.
- Fixed the cart slightly regressing past checkpoints.
- Fixed the cart not properly rolling back on last.
- Miscellaneous bug fixes.
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