Based on overwhelming feedback: "mid is too large, and hard to navigate"
Changelog:
+Made mid smaller and easier to navigate (downscaled, added staircase)
+Changed around health kits on mid
+Moved forward spawn further back on mid
+Lowered spawn times across the board by 2-3 seconds (This roughly matches gully wash spawns now)
+Attackers pushing last now only get a 1-2 second respawn time penalty. (Initially, this was 3 seconds. Drastically lowered to factor new spawn posistion.)
+Fixed weird sticky hiding spots on the middle control point
+Lightmap optimization
+Fixed weird vertex bug near the shutter door
+Blocked sightline soldiers could use to spam 2nd from last
+Fixed visible nodraw above 2nds batts
+Made optimization on the brewery less jarring
+Fixed pipes in spawn not appearing for DX8 users
+Added more useless props to not appear for DX8 users
Notes:
Lots of shit has been shifted all over the place to make mid smaller.
Because of this, there might be some weird clips and such I need to fix. (I saw some lighting issues on some props)
Right now my hypothesis is: the new mid being smaller makes skybox bombing soldiers too powerful. There are a few ultra fast rollouts that are very easy to execute that might completely dominate this new mid.
b5 may contain decongestion to last, So look forward to that.
Right now I need to see how last works with a new spawn position and spawn times.
let me know what think.
Read the rest of this update entry...