The full notes for this version are its short notes: that was all that was written then.
New maps
- Downtown (king of the hill, a city block).
- The hill is the plaza at the crossroads: a statue in a fountain, with benches and planters round it.
- Four avenues lead in, and an underpass runs under the plaza with a hatch ladder up into it.
- Around the plaza: an office building (two floors, plus a fire escape to the roof), a row of cafes with a roof terrace, parked cars, bus shelters, a metro entrance, and lit windows on every facade.
- Orbital (team vs, a space station).
- Each team starts in its docking bay beside a shuttle.
- Three ways across: the cargo hall in the middle, a corridor down each side behind shoot-through glass, and an upper deck along the corridor roofs.
- The hub has the reactor core and a catwalk ring. Its two observation windows are open to space, so fall out and you're gone.
- Galleries at 8 m give each side a high perch.
- Clockwork (duel) replaces Crucible: you're inside a giant clock.
- The great wheel turns in the middle, over the works. Four spokes lead in.
- A pinion up ladders above the wheel, balconies along the walls, pendulums in front of each spawn, and the clock face glowing on the end walls.
Every map has one mode
- Foundry is built for tag now, with tool cribs to duck into. Bastion is built for team vs, and Colosseum for tourney. All three still run every mode.
docs/MAP_STRUCTURES.mdexplains, for every map, why its layout suits its mode and why each structure is there.
Viaduct: harder, and the grapple doesn't make it easy
- The beams weave round posts, so a dash-jump can't skip a bend.
- The stepping pads are 0.9 m, zig-zag, and have posts beside them.
- The covered lane is a tunnel through a rock spur, so there's no roof to run along. The cliff path weaves under a solid overhang.
- Beams are 0.6–0.7 m wide, and there are 12 checkpoints.
- Measured on the path of a player who dash-jumps and grapples well: 12 jumps per 100 m, 20% of the course on narrow footing, and only 4% grappled.
Stairs and ladders
- Every staircase is now walked by the tests, and none may cut through or hang over another path. Fixed along the way:
- Single 0.6 m steps (the step-up is 0.55 m).
- Decoration caps that made every step 0.6 m.
- Anvil's stairs under the horns.
- Galleries over the tower stairs on Anvil and Bastion.
- Foundry's stairs into the offices.
- Colosseum's aisle buried in the stands.
- Canal's footbridge stairs into the corner stairs.
- Harbor's stairs over a door.
- Props on the stairs on Gantry and Railyard.
- A house on Hamlet's windmill-hill stairs.
- Ladders end flush with the floor at the top (the rails used to stick up and trip you). New ladders on Anvil, Bastion, Canal, Colosseum, Depot, Furnace, Gantry, Summit and Temple.
More to every map
- Temple: a roof walk and pagoda lookouts at 11 m.
- Gantry: a flooded dock, crane-leg ladders up to the crane bridges, and sunken lorry docks.
- Anvil: forge hoods with a flue walk and chimneys.
- Furnace: a ladder up the stack, and a roof walk over the side bays.
- Summit: a beacon platform, cairns on the peak and firewood stacks.
- Depot: a barge basin and a yard crane.
- Hamlet: a gully, street lamps and moved houses.
- Colosseum: the emperor's box and wreckage in the sand.
- Canal: house-roof ladders.
- Bastion: tower roofs at 12 m and torchlight.
Bots
- Bots now walk stairs with 0.5 m steps. They used to ignore those steps.
Stricter map grading
- Higher targets: detail and lights for decor; cover, loops and dead ends for layout.
- Creativity: each feature is worth less, and a setting no other map has counts.
- New "mode fit" score: each map is judged on what its own mode needs.
- Only real floor counts: unreachable roofs and floors below the kill height are no longer counted as floor.
- More realistic jump checks: dash-jumps are checked for a player-wide body.
- Every map scores 7+ in every category, and the tests fail otherwise.