NEW AND EXCITING! CTF Checkpoint B1!
One day a Soldier decided to grab BLU's intelligence.
"I have decided to grab BLU's intelligence!" The Soldier loudly declared.
Thus, he fought his way though the newly-constructed train shed and into BLU's base
"I have nabbed their intelligence!" He cheered, while a sexy Medic clung to his leg for no apparent reason
Back at the RED base, the Soldier suddenly realized he couldn't cap the intelligence by bringing it to his own intelligence cart!
"What sort of treason is this!?" He bellowed.
"What kind of sick mind designs a base that doesn't tell people where to cap the intel!?"
Suddenly, a Spy de-cloaked, and pointed to the large vault-like thing that the Soldier had never paid any attention to before.
"A-hem."
The Soldier quickly stuffed the intel into the vault, and to his awe, he had captured the intelligence!
"I am AWESOME!" The Soldier cheered.
"Ugh, merde..." the Spy muttered as the scene faded to black, and the credits began to roll.
Screens showing the train shack that has replaced those awful barrels:
overhead:
CHANGES FROM A2
- Fixed a potential Griefer hazard in the Intel room. Of course, I'm not going to tell you what it was.
- Added doors to the side exits of the bases
- Did away with the ridiculous shit in the middle with the barrels. It's now a cozy little train shack.
- Also added ladders to the sides of the traincars, sp players can walk up and on top of them. And onto the train shack, if they wish.
- Minor cosmetics in the intel room again, this time fixing more things in RED's base that got lost in the flipping of BLU's base.
- Added angled rails beside the computers in the bases, so people backing away from the big door (ie demomen inspecting their traps) won't get snagged up on the computers.
- Tweaked the rock displacements covering the front of BLU and RED's bases, giving them both nigh indistiguishable (But ultimately more aesthetic) uniquenesses.