Ok - blue 1st area looks to be improved - last area still needs a little bit of work - blue team did cap the point after some fantastic effort - good job blue team!
Map updated to rc12 balanced out map more specifically: - added in another gate on trellis - this forces red to come out and defend before the round starts - added in a no build for red sentries only at/near 2nd cap point (in the choke and near their spawn) - they can build teles and dispensers - blue team now has team specific room top of hill (spies would have to time entrance in) to help blue team build up pushes. - seeing that blue once has the 2nd point - red will have to have a couple of engies build teles from third spawn to warehouse in order to keep up the fight inside the warehouse and to also keep blue team from doing both push in the warehouse and the red third spawn room - added in some more sniper windows for blue team near last cap point to help break up red's defense here's the link: http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
version 13 is now out - fixed the missing texture - added in gate and window for blue red final cap point - put in screen wall so blue can see the deathcarts around last cap point sooner and get out of the way - if you don't see them and you get off'd well that's not MY responsibility - lol http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
Ok - have changed the spawn rooms around Death carts are now team specific - red kills blue - blue kills red - how do you know which is which? you'll see it and laugh - shoould help blue at final cap roll back at final cap removed - cart will sit there for the timer countdown before rolling back http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true debugging took longer than anticipated
Version 16 is ready http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
rc17 is out Fixed the exploit that was found last night - very creative in the way those two snipers got up there Added in another 1 way door for blue at red final spawn - this should balance out red's hold on the area Latest version is here: http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
RC 18 is up after last night's play - fixed an exploit - you engies get to intersting places - moved a directional arrow - Checked timers for map - made adjustments to blue doors last cap, starting red spawn doors - added in a ladder - checked the elevator - fixed a texture - modified choke entrance a little red final cap point so blue doesn't get stuck ubering in (last point is starting to get really balance out now) http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
RC 19 is out - fixed a trigger to blue only - made an adjustment to blue 2nd spawn room to make it easier for blue to exit and keep up the pressure on red http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
Yep - we've been having some good battles - red's last cap point is starting to balance out very nicely which used to be a problem for blue team The door I put in for blue (rc18) really surprised red team near the bridge - "where are these guys coming from?" was heard a couple of times