Redrapids - Adopted from Paper. Map adopted from @Paper_ -Layout on grid -Revamped last point -Reworked underground section. -New theme
Removed dropdown shutter. Added a route to another building in underground tunnel. Fixed collision of the sniper fence near point A. Added fence near blue spawn Read the rest of this update entry...
Changed red spawn exit Made choke before C less powerful Door to C now opens after B Read the rest of this update entry...
Added blue forward spawn for attacking point C Moved Red first spawn. Other minor changes Read the rest of this update entry...
Fixed being able to get back into red second forward spawn. Added conveyor belt near B to limit demoman's capability to bomb into unsuspecting red before A is capped. Removed two flanks each connecting A and B with Blue spawn. Fixed spawn doors clipping through the floor in last spawn. Read the rest of this update entry...
Moved the large ammo near point B but reduced the size to medium to encourage sentry placement for point B. Increased size of the pack outside second red forward spawn from small to medium. Reduced red respawnwave timer from 9 seconds to 7 seconds when defending D. Fixed second red spawn closing the door on player. Fixed areaportal. Read the rest of this update entry...
Reworked C Changed Red respawntimer while defending C from 9 seconds to 6 seconds to matched the new changes Read the rest of this update entry...
Added cover near point B. Added medium health near point B Added a ramp for red to go up the second floor at point B Read the rest of this update entry...
Added more highground for B Made B smaller Moved B door backward so players cant access later part of the map before B is capped. Blue gets forward spawn after the turn table finishes turning. Added a lot of health and ammo around the map Made a door connecting the main route and the water route at D Added sniper window looking at C Why are you reading this Moved C back to be more in line with the actual choke. Fixed clipping Fixed red spawn at last Read the rest of this update entry...
Redrapids is back Changed the B design a bit so that less players accidentally flank the other team. Read the rest of this update entry...
a19 Stop sign on the door near B and C is now removed after B cap Added a window to D point Read the rest of this update entry...
Brightened spawn Removed the section above the metal gate to allow sniper sightline Added a one-way door to the top of the pipe Read the rest of this update entry...
Added a small forward rollzone between B and C for blue to quickly get through it. D layout edited to discourage red pushing towards blue highground Red now has 7 seconds respawn wave time after C cap Moved the capture zone to the middle, which will hopefully make defending the cart after certain part to be more organic. Added a nobuild to underwater geometry. Read the rest of this update entry...
Shortened distance between C and D Added cover in area between C and D Added highground more accessible to blue team at C Lowered the water level at D Read the rest of this update entry...
Implemented a new control point-style B point. Experimental. Has bug where the payload doesnt roll all the way back. New spawn for blue team after capping B Read the rest of this update entry...