PL Redrapids a24

Adopted from Paper.

  1. Asd417

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    Redrapids - Adopted from Paper.

    Map adopted from @Paper_

    -Layout on grid
    -Revamped last point
    -Reworked underground section.
    -New theme
     
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  2. Paper_

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    thanks dood
     
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  3. Asd417

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    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

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  4. Asd417

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  5. Asd417

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  6. Asd417

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    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.

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  7. Asd417

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    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.

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  8. Asd417

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  9. Asd417

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  10. Asd417

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  11. Asd417

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  12. Asd417

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  13. Asd417

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    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

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  15. Asd417

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  16. Asd417

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  17. Asd417

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    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.

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  18. Asd417

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  19. Asd417

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    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

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  20. Asd417

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    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

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