GAMEPLAY

- increased width of natural entrance

- widened the quadrangular entrance, added a single outcrop to original choke

- improved LoS blockers beneath collapsed wall

- reworked LoS blockers in center to be connecting

- force occulsion of wall doodads on rock path below triangular



PATHING & POLISHING

- closed tiny pockets half-tile in the natural

- added pathing and a tiny rock to smoothen pathing at the rock ramp in the center, non-rock side.

- smoothened pathing and rocks around the linear third and fourth

- Added rock in small cliff pocket near 3rd to smoothen edge

- fixed pathing around main and linear third

- fixed other pathing issues caused by the QA team

- slight readjustment of rocks below the overlord pocket of the linear third



ART - VISIBILITY

- slight adjustments of doodads above triangular to increase vision on mineral lines

- slight adjustment of doodad on lowbase below quadrolinear to increase vision on mineral lines

- slight adjustmends of doodads above base below quadrangular to increase vision on mineral lines



ART - NICE LOOKING

- Fixed floating brick assyemmtry in the center

- Removed Slayn Grass 7 foliage rock mix

- Changed Endion1 foliage composition from 0.35 rock 0.25 plant to 0.5 rock 0.2 plant

- Respawned foliage at 0.431 per cell

- more art in the main corners

- Moved single cliff rock doodad between linear 3-4



ART - COMMUNICATION

- texture adjustment to increase visibility of reaper ramp on main

- adjusted textures of midground in some spaces to increase readability without aesthetic loss

- increased snow around areas on lowground near cliff edges to increase readability

- redone more texturing on the midground

- added rocks in the overlord spot above the linear third to communicate unpathability more

- readjusted the roof of the building at the triangular to have visible holes in it, to communicate it isn't part of the highground spot