This update brings:
*Added a 3rd exit to BLU's 2nd spawn to help against spawncamping
-*Also rotated one of the exits to another wall for same reasons
*Added windows onto BLU's first spawn so you know what's coming
*Raised the roof near the top of the ramps so players know they can't go on it
*Moved Cap A onto the top of the ramp so BLU's 2nd spawn makes more sense
*Made cart cap trigger taller
*Remade the long flank underneath the ramp area, should play much better and stop defending engies from being able to go behind
*Added two new ways to get onto the normal ground level from the basement
*Changed stairs near last to a dropdown
*Changed hydro-esque raised platform to a dropdown
*Added exit/entrance to area beneath near Cap A
*Added a slide door + some props to try and counteract parts of an annoying sniper spot
*Remade RED spawn - removed basement exit, now both doors exit onto a raised platform and behind walls -/ sightlines should be much less prominent now
-*Made travel times between the spawndoors and around the spawn overall much shorter
*Extended track and last slightly
*Fixed some minor clipping issues
*Replaced blockbullets atop fences with simple push triggers
*Replaced cliffside short fence with a security fence - now obvious you can't go over
*Changed the values of some health + ammo packs to encourage engineers in better spots
*Added a few signs (more are probably needed though)
*Fixed a few 1HU seams in brushes
*Probably some other stuff I've forgotten, lots has changed this update
As always, all and any feedback is greatly appreciated! Screenshots will be updated by A3 I hope, and huge thanks to everyone who's playtested the map already. I'll also be looking to potentially add some more colour into the map, so if there are any suggestions they are welcome
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