quite a few changes:
Scaling
-Each side of the map has been brought closer together effectively making the majority of the engagements within hip fire RRR
Blue side
-Blue side was acting as just a safe place to spawn, but I've added more power to it by giving it more lines of sight on the rest of the map. This allows red to contest with blue and the red set up doesn't dominate.
-Blue side has also been opened up more. The layout is more intuitive and less linear. I wanted to give the player more options on that side like they do have at red.
Red Side
-Red side has had similar changes to blue in that it's been opened up a bit more. I removed the tight long hallway and made into more of an extension of Bottom Red.
-Red Ledge has had constraints added to its lines of sight on the lower areas of the map.
-Red side Sneaky Cave has been removed because it made the map bigger and didn't offer anything to the map anymore.
Initial spawns
-Initial spawns aren't near as close as they were. Both teams have been pushed back in to the respective sides. Despite this both teams still spawn on the lower level, and Camo is largely the primary target for the first few seconds.
Top Catwalk
-Top Catwalk no longer connects each side by means of hard routes. Players now have to jump on a pipe to get to the other side exposing them self.
Respawns
-Respawns have been tested and tested again and again. This is the best it's been on this map. Players no longer spawn in Bottom Red over abundantly.
Power Weapons
-Slayer: SPNKR Rocket, Beam Rifle, and Camo
-Strongholds: Scattershot, Overshield, and Railgun
Normal Weapons
-No more H2 BR(s)
-I'M KEEPING MY CLASSIC SCOPE BR
-Removed Boltshot
-Replaced Storm Rifle with Plasma Rifle
-Replaced Silenced SMG with SMG
Slopes:
-slopes are ~25 degrees