It's the first stage of cp_chemplant. Lighting is a bit dim; signage might be lacking. I want to see how much I can get out of natural light and players just reading the environment.
Finally remade Blue's spawnexit; red no longer has a sightline through the whole spawn from the side room. The side door is now much larger and splits off through a hallway. Hopefully this will make spam in general a little bit easier to manage.
A's ceiling route has some experimental sight-blocking pipes on the attacking side to make RED engies stop using it.
Gave Blue a route up to B's height, but added cover for red nearby.
Opened up B to sunlight
Additionally, pickups got redistributed a little bit, and the height of some rooms near Blue spawn was adjusted.
The stage now connects to stage 2/chemplant correctly and without seams (but chem is still visgrouped out)
Simplified B and added a high ground route for attackers and defenders to consider. It might be too powerful.
Simplification entails: fewer entrances/exits to B's ring, better lighting from sky light (it's open air now), fewer weird dev materials in odd places, and cleaned up brushwork.
A completely new connector is now present in the tunnels between A and B. The map should be more balanced as a result, but it's not very architecturally interesting and it may need spawn times to be adjusted to match it.
I've also added a new route to A's upper ground to attackers on the far left. It may not play well; I was just experimenting.
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