General:
* improved clipping, optimisation and lighting
* some misc detailing changes
* aligned all the misaligned func_respawnroomvisualiser entities
BLU spawnyard:
* made BLU spawn a little less tight
Point A:
* increased RED's respawn time from 9s to 10s
* improved clipping on the bucket elevator by the upper building
* the doors that close off the upper building are now rotating doors rather than shutter doors, cos I figured that'd make more sense
Point B:
* blocked off the entrance to the building between A and B and added another exit elsewhere that should hopefully be harder for RED to flank while also making it harder for BLU to completely wreck a defence if RED isn't paying attention
Point C:
* reworked RED spawn a bit
* reduced RED's respawn time from 9s to 7s
* removed rollback from before the capture zone since I think the thinner PL hud looks nicer
* reduced blast radius of the cart explosion
Read the rest of this update entry...