-Spawns were moved a bit, back into the base, in a whole new corridor that starts from old spawn location, goes past window overlooking B area, past spawns, and down a ramp out to new courtyard linking to B (mentioned again later)
-B room was expanded
-B robot paths are slightly shifted
-B room has a few crates added, existing one moved
-The ramp just inside the front door to B has been removed.
-Small route that once connected A to B has been lengthened, now the route connects from A to a new courtyard area that is linked to B. A window is added in the B room that looks into the route to give people more awareness. The route is also now being 3-way, to lead to the new rooms mentioned just below
-A new route was added over in mid to allow flanking from your base to the other from a new room off the end near the exit inside of each base
-You can now go around the back of the small mid building
-The [radio] tower has had many improvements, including having some collision and bullet blocking (bullet blocking only on main four beams, collision on beams and crosssections and top). You can climb it if you're good enough, and will hear a fitting soundscape from it. Also casts a shadow, though this is very soft and hardly noticeable (sadly)
-A few soundscape changes to allow the sounds on the tower to be the only ones heard at mid when on the tower, and to make it not so unexplainably noisy in the B room
-Minor pickup location shifts
-Small lighting tweak in core/flag room
-Previously dead-end of sniper battlements now also links to the new route in mid
After these changes, the amount of time from getting to and from key locations is closer, and in some cases exceeds, the times for said locations' counterparts in asteroid; this was one of the key goals, along with providing players more ways to move around the map.
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