Thanks for all the feedback. Some of these things I've messed around with before and/or thought about and have a rebuttal for.*snip*
-implemented ideas based off of tiftid's feedback post
-moved around cover at B
-clipping fixes
-readded teleporter to blu 2nd spawn (how did that even vanish)
-lit up some dark areas
-changed the direction of the door before B and made it 5 speed instead of 20
-maybe some other stuff but I think that's everything
This seems kind of rude and unnecessary to mention. To make a good map, you need to be dedicated to making changes and using feedback to make your map more enjoyable. Insulting him for putting so much time into his map is counter-productive. He's definitely more dedicated than people like me who make alphas and never finish them.dude you'll never finish it. just let it go.
Megapieman: ah another beatiful day, it's time to work on the map as always.
-added some details to the brickwork to make it less dull
-made D door more obvious with lights and sound while it's opening
-moved D door opening closer to it instead of when C is captured
-lowered blu high ground at B
-texture changes for some buildings so they match their construction better (mostly from brick to wood or metal)
-probably some other stuff that I don't remember
-lighting fixes
-clipping fixes
-moved drop down for blu at B
-moved cases at last so red is less likely to want to jump into the hole
-added some high ground health at A (not sure it'll stay)
-adjusted how far the doors to D lift
-implemented Zeus's dump truck models that have a more accurate collision mesh
-probably some other stuff too
-clipping fixes (thanks Boonie)
-blocked off one of the windows at A
-clipping fixes
-respawnroomvisualizers fixed
-moved around cover at B
-changed how the gate between B and C opens
-D doors now open slower to give red more time before blu can squeeze through into D
-probably some other stuff
-adjusted blu first spawn
-made it so capping A lets blu spawn closer in their first spawn room (like upward)
-moved around some detailing at A and did some optimization
-made the exit door for the tunnel between A and B bigger
-clipped off awning by one way door between A and B
-moved around some cover at B
-made the doors at D open faster
-brought back one way drop down in blue building with one way door between A and B so red can't use it to flank blu as easy
-removed glass from windows...
-fixed broken red spawn doors
-minor other things
-pushed blu first spawn exits forward a bit
-made first door into the tunnel between A and B taller
-removed 1 way door between A and B (may bring back)
-moved around cover and such at B to try to give blu better options while blocking problematic sightlines
-added 2nd exit to drop down route for blu attacking C
-removed a medium ammo box at C
-probably other stuff too
-bullet blocked windows in that building between A and blu spawn so sentries can't shoot through the gaps in the wood...
-clipping fixes
-tried to make the map more sentry friendly
-moved around stuff at last to be more sentry friendly
-minor detailing changes
-closed the upper area of the building between blu spawn and A since it wasn't really useful anymore now that the windows overlooking A are closed
- removed collision of things that didn't have collision meshes
-removed collision of some stuff in oob areas to make the map run better or something idk
-moved around the blue shoots at A to make more room...
-moved around cover at B to try to help blu attack it better
-removed some doors at D so it's less of a mess of them
-drop down from red final spawn to C now closes after C is capped to help make that route more viable for attackers
-minor detail changes
-clipping fixes
-re-added one way door (told ya it would be back)
-probably other stuff too that I don't remember
-clipping
-adjusted health and ammo around the map
-added a new staircase at last
-moved around cover at last
-some detailing stuff
-more optimization attempts
-probably other stuff too