"If you want to go far, you’ll have to go up. A pair of sites split by an elevated center allows for rapid movement using two rope ascenders. Each site is built with a looming tower vital for control. Remember to watch above before it all blows sky-high."
We felt like Defenders were able to effectively plug up the main choke point in mid for a large percentage of the round. The new layout hopes to alleviate this issue. These changes open up the space quite a bit and provides an additional path to get around stalling abilities on the stairs. It also gives Attackers a few different angles to help siege B Tower and Vents.
The train station maintenance crew was able to replace the burned out speaker system.
A certain frog’s head is now a little warmer.
Expanded our new system that combats map exploits to all other maps—this will eradicate anyone trying to escape the playspace
Continued to fix level collision in order to enhance the smoothness of the gameplay space
Completed draw call optimizations
Also continued to block spots for Cypher’s Spycam that prevented counter-play; as always, huge thanks to everyone who helps us find these!
Added fixes for Cypher Spy Camera exploits to all three maps— a huge thanks to everyone who has helped us track these down, including clutch stream’s we lurked in for two days, writing down every camera placement and fixing them in real time
Backside of spawn barriers are now opaque to prevent some abuse cases
Added ability for Spike to automatically fall from elevated boost positions
Fixed multiple spots where Sova’s Recon Dart could over-penetrate map geometry—another shout out to everyone that helped with these as well!
Attacking teams have been having difficulty finding a foothold in territory control across the map. We’ve made a few changes that should allow attackers better opportunities to contest A Main, Mid Top, and B Tower.
Barrier locations (those clear blue walls) have been adjusted across the map to provide attackers more of a foothold into territory control across the map.
Defender barrier in B Mid has been pulled back. New barriers are in the entrance to Vent and atop the staircase in B Tower.
Defender barrier has been pulled back at A Ramps.
Attacker barrier has been pushed forward at A Main.
Attacker barrier has been pushed forward slightly at B Main.
Angled the wall on the left interior of B Tower when pushing up the stairs from Mid
This removes a 50/50 angle check when pushing into this space, which should make it more approachable for you to try and gain control of B Tower.
Radianite crate in B has been changed to a metal crate to provide more cover when planting the Spike.
Revised art to improve performance throughout the map.