cp_reckoner_rc3
HYPE. Let's go.
Download RC3!
As always, if there are bugs please let me know ASAP and I will release an RC3A.
CHANGELOG: (this is where it gets good)
• **FIXED BUG PRESENT ON RED LAST SPAWN DOORS**.
• Remade toxic's choke into mid completely – this includes repositioning the entrance and the adjacent forward spawn. A brand new open-choke design is now present, alongside much nicer opportunities for jumps into mid and on crates from the new room.
• **MID IS NOW ON TOP OF THE BRIDGE.** Mid is no longer on the low ground. NOTE: This is not a change which is set in stone – I am testing out the idea to see if it encourages a more enjoyable playstyle on mid, alongside the new open choke.
• Widened main choke into mid from cargo.
• Crates on mid are now double-stacked to give better ground for soldiers, both on offence and defence. Scouts will now have a harder time getting onto crates, although there is a single lip that will allow them to jump up slowly. I can remove that lip if it proves still too good for scouts.
• ALL forward spawn doors are now non-windowed.
• Entrance from toxic to second has been enlarged.
• High ground in front of forward spawn on second is now jumpers-only.
• Upper door from lobby into second is a bit larger. Making it any larger than it is now will require a portion of lobby to be completely remade – will only undertake that if absolutely necessary.
• Cover entering from toxic is now much nicer for people attacking second, no sightline from upper lobby exit.
• Widened one of the doorframes from cargo to second slightly.
• Mast supports on mid are now angled differently to make double rocket jumping off them easier from the bridge-area: try it!
**Currently the entrances from mid to the second point are the most tentative areas of the map. I would like to see how these changes affect the map flow before going on an expedition to remake them – as it will require a lot of work to move them around. The optimisation here is pretty tight.