For reference, "kombu" is a shade of green, following my colour shade map naming scheme (amaranth, celadon, cerulean, cerise).
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Reasons why I hate Berry:
1. He always seems to come up with the best, simple layouts I can never think of.
2. That's it really...
- Time to cap B lowered from default 60 seconds (wow!) to 30 seconds
- Time to cap C increased from default 14 seconds to 25 seconds
- Fixed ramp at A having no collisions
- Turned some cover with visibility into blind cover to nerf demomen
- Added spectator cameras
How can you update faster than me or the others ??!
By updating straight after an imp and being up until 4am.
Tell me you're not going to stick with that ugly-as-fck rails+sleepers texture and that you're going to use actual rails and sleepers.
- Made BLU stairs shed doorway to cliffside at A one-way
- Added pickups to BLU stairs shed building at A
- Fixed one way door at B point not working
- BLU spawn time set to 4.5 (ranging between 4.5 - 9)
- Sewer at C is no longer a dead end and now leads to the other end of C
- Lowered general spawn times
- Full ammo pack in the A point basement turned to medium
- Removed small health pack in the A point basement
- Some metal covering on C point replaced with a new building, inc. medium ammo
- Covered left side of RED's defense of the C point
- Fixed one way door at B point staying open
- Added a small platform at the front of the C point with a staircase
- Adjusted team spawn times at particular points
- Adjusted the storage building at A point to allow both teams a door
- Lowered amount of fencing on the B point to reduce cover where it is less necessary
- Elevated the area to the left (looking from RED spawn) of C point to improve defense slightly
- Fixed clip sticking out at a B point window
- Fixed REDs getting stuck in their forward spawn after A was capped
- Removed a crate at C point to make the position it was at easier to attack
- Lowered A cap time by 4 seconds
- Something else that I forgot but I know should do something
- Train shed at C turned into a one way route allowing BLU to flank around to the other side of RED
- Added a route at C for BLU leading up into the stairs shed above the tunnel
- B point revised into a different shape to make it less convenient for attackers to pile on to it straight after A
- Elevated left BLU route into C
- Made B point significantly larger
- Sectioned off outside route into B from C
- Added access to the area where the old RED forward spawn was above B for sentries and snipers
- Upscaled the B-C lobby a noticable amount
- Added a route connecting the two RED re-group areas behind B
- Added a position in the B-C lobby on the ramp for sentries
- Negated sightline from right route to C from B across B area
- Negated sightline through B-C lobby
- Medium ammo pack over the deathpit connecting to the B-C lobby changed to a small
- New RED forward spawn (implemented in A9) now has a resupply locker as it should
- Removed some railings in the right route to C from B
- Added some pickups in the outdoors portion of the right route to C from B
- Undocumented
- Completely revised the C point, with more height, more routes and more p-zazz
- Rethemed the map to Autumn as opposed to bleak, boring Red Desert
- Added a greenhouse to the left-most route into C, with pickups for engis in the area
- Added a shed at A point dividing the cliff above the capture point into two sides (for RED and BLU)
- Added a slope and a shed behind B point as another engineer position on the control point
- Adjusted fencing at B point to compliment new sentry spot