Changes:
A-side:
•Slightly obscured the bridge before A to
hopefully make it more viable.
•Added an alternate exit for the trench at blu-spawn to make it less committal.
•Removed evil sentry spot at A.
•Added a crane to discourage Blu demomen from jumping to red spawn. There is still a slight gap, however.
•Also, said crane's hook can be used to flank around A as scout, but it's probably not that good.
•Blu gets to respawn 5 seconds sooner after A is capped now.
•Added a tunnel route from blu spawn to the clifftop once A is capped.
I want blu to have firm footing on that cliff.
B-side:
•Added small kits at the clifftop.
•Added arrows to help guide Red to A during setup.
Are these too condescending?
•Disabled Red's forward spawn.
•Added a second door to Red's remaining spawn.
•Gave red some battlements at B.
•Red has some windows to somewhat overlook B.
•Added a door to make getting to B from the new spawn easier.
•Fixed a roof where clipping was missing.
•Added white patches around points to indicate cap zones.
•Gave blu more time to work with.
Other notes:
I'm not super confident about changing respawn times.
I don't wanna kill the 768 hu drop.
I'm considering turning the moving platforms back to a prop.
Not super sure how to fix some sightlines, or if they're broken.
There's a little metal sheet at red's spawn that was intended as a decloak spot. I'm afraid there will be too much traffic there for decloaking, but I don't know.
Also, is there enough decloak spots?
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