Changelog
- Opened up some of the walls around A.
- Moved the stairs/railings leading to upper level behind A.
- Added set-up gates to Blu's first building at A. Trying to move the fights out of this building and into the area before/around the point. Not sure about this change. A is probably going to be too easy to cap.
- Turned window to side of A into two-way
- Fixed moving conveyor belt texture (credit: Pocket)
- Gave Red more height advantage on B, also makes this room less flat overall. Trying to make it easier to defend with only a few players since Red are always going to be split between defending both B and C.
- Added a dropdown from Red>Blu side in the main connector room and a door that is unlocked with B. This gives more incentive to capture B since the main shutter and high catwalk into C is inaccessible for Blu before B is capped.
- Extra signs in this area, particularly for Reds defending C to get back to A or B.
- C point is now two layered. The lower level unlocks when B is capped.
- Made the jump near the rock up to Red's far sniper deck easier.
- Increased Blu's spawnwave time to get more people spawning together and walking to C together.
- Shrunk Red's back spawn.
- Fixed func_respawn room missing in one corner of Red's back spawn.
- Fixed teleport point being too close to ground.
- Lowered C capture time from 30s > 25s.
- More signs.
- More lighting,
- Various health/ammo adjustments.
Thinking about totally scrapping the entire C area for something new. Still thinking about moving Blu's forward spawn into frog cave. Still thinking about moving Blu's starting spawn into the main building, and extending the area between spawn and A.
Read the rest of this update entry...