a2 update:
This was initially going to be an a1a update, but after I fixed the small problems I decided to go all out on feedback.
- Removed ALL displacements.
- Added a third exit to Blu’s initial spawn.
- Re-scaled and aligned all textures and fixed up some sloppy brushwork.
- Redesigned the area to the right of the track around A.
- Added a resupply cabinet at Red’s final spawn (Sorry guys, the meme is dead
)
- Redesigned the routing into B, added a new flank route.
- Capturing A now gives 3 and a half minutes on blu's timer as opposed to 5 minutes. (Hammer value down from 300 to 210).
- Capturing B now gives 4 minutes on blu's timer as opposed to 5 minutes. (Hammer value down from 300 to 240).
- Max time limit is now 10 minutes as opposed to 15 (which was higher than anything even possible within the old map). This was changed as in the last test Blu rolled A and B completely, leading to them coming towards C with around 11-12 minutes left. That isn’t fun, and thus I changed it.
- Added a new route out of Red’s final spawn to give them easier access to the powerful balcony area.
- Added stairs up to the high ground to the right on the way to B to allow easier access to it and the right flank into B for the attackers.
- Blocked off the small drop down area/ outside B as it led to a broken sightline.
- Added some prop door frames to replace ugly brushwork.
- Redesigned the lobby area into C.
- Replaced lots of ramps with stairs (of varying quality).
- Added a forward spawn for Blu when A is captured.
- Moved around the rocks outside Blu’s initial spawn to create clearer brushwork.
Thanks, and have fun!
Read the rest of this update entry...