=======================
= CANYON DEPTHS FINAL =
= changes  18/02/2015 =
=======================

[DESERT / CANYON / OASIS]
- Added tutorial lines at castle spawn for allies to help new players figure out where the flag is and that its important to defend it
- Fixed an exploit allowing to put the dynamite for first tank barrier inside the building above it + modified that building
- Moved the canyon Allies-only door closer to the Command Post (makes it more relevant)
- Fixed sandbags and trees not properly blocking projectiles
- Made side of mobile bridge door more accessible for non double-jump servers

[CAVES / LOWER BUNKER]
- Added light fog to improve depths/volume perception in the caves area, its looks nice !
- Removed fog because it halved the framerate, fuuuuuuuu !
- Lowered back caves bridge build time and charge bar cost a little bit
- Fixed an exploit allowing to blow caves bottom gate from the outside
- Larger elevator in the loading bay near the password room
- Fixed bunker password being accessible before the cage opened
- Changed the layout of the password room
- Added an additionnal "rat way" under the twin-elevator in the large areas before the tank hole
- Gates before the laboratory open a bit slower

[LABORATORY]
- Conveyor (chariot) 1st laboratory door can now be opened by allies (and not covert ops) so they can access the door dynamite when spawning inside the laboratory
- Removed one "tutorial line" for allies in laboratory to prevent leading allies to non-prioritary objective

[GLOBAL]
- Fixed an exploit allowing players to spawn at supposedly unavailable positions
- Changes to arena/objectives texts
- Minor respawn time changes
- Some decor improvement, various fixes (clipping, geometry, textures)
- Probably other things I forgot but who cares ? No one will ever read this file anyways so I could write anything I want
- Justin Bieber is cool, I want to marry him
- Big black men wearing mayonnaise-drenched grandmothers clothes is the only thing that stills turn me on

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= CANYON DEPTHS BETA 10 =
= changes -- 11/02/2015 =
=========================

[DESERT / CANYON / OASIS]
- Temporary Axis wall now lasts 20 seconds
- Non-MG "guard post" is now open on both side but with an "allies/covops" only door, offering a new access for allies to disarm dynamites at the gate
- MG/Ammo catwalk before the first tank barrier now has a hole on sit barrier side, extra exit usefull for allies and axis when defenfing/disarming dynamite
- Allies have a couple more seconds (again!) to close the mobile bridge garage door.
- When axis capture the flag, allies now instantly respawn to give them a better chance at recapture castle, axis respawn time is longer
- Its now easier to enter the mobile bridge cabin (both from ground and in water)
- Mobile bridge "pressurising" time is now 20 seconds (increased from 15 seconds)
Note: When axis reached an objective, Allies had little ways to fight back. So I helped them a little.

[CAVES / LOWER BUNKER]
- Added a rock cover for allies near at the buildable bridge
- Building bridge now takes a bit longer
- Added a climbable rope on the allies side at first caves bunker
- Added side exit for allies at the mid-caves bunker, removed a couple unfair camping spots accessible with double-jump
- Removed the ventilation passages link between the axis entrance and the "loading bay"
- Removed door separating axis entrance and "loading bay" (one that openened once the password was stolen)
- Access to the password is now granted 10 seconds later. Removed old extra password-items laying arround - they shouldnt have been here.
- Added "tutorial lines" to reach the door-switches for the tank double-gate when password is captured
- Main/tank entrance side door offers access to an additional ladder giving a quicker backdoor route to the password
- Main/tank entrance side door disappears once the password is stolen, opening a reliable backdoor path for axis to reach the controls
Note: For the lower bunker, the idea is to encourage the use of the "main entrance" (where the tank goes) : you can now use this path to access both the wooden dynamitable gate, the password and the door controls (when the password is captured).

[LABORATORY]
- Fixed tank getting stuck if damaged just before the floor-breaking event
- Shortened the covert-ops shortcut (first level after the axis spawn at the floor hole) to make it usefull
- Added a not-so-subtle contraption preventing direct jump from conveyor corridor to 3rd lock lever (which was hard to defend against)
- Fixed (maybe) map not ending when it should

[GLOBAL]
- Tank takes a couple seconds longer to repair
- Some more decorations in barren areas
- Fixed too-solid metal grids (ones you couldnt shoot through)
- More changes to respawn timers all arround the maps
- Small quality-of-life improvements in some places (for instance going down ventilation holes is easier)
- Fixed some more texture bugs



========================
= CANYON DEPTHS BETA 9 =
= changes - 01/02/2015 =
========================

[DESERT / CASTLE]
- Added a temporary wall on the axis side (lasting 15 seconds) to allow allied players to get in position (defender's advantage)
- Respawn time shorter for allies, much shorter for axis
- North mountain path a little more exposed to allies
- More reliable cover for frontal assault for the axis
- Removed buildable MG blocking-wall in front at the gate "guard post"
- Non-MG "guard post" of the gate is now accessible from the exterior-only (it was useless and now is good for gate/dynamite defense)
- Moved the castle flag to a place quicker to reach for the allies

[CANYON / OASIS]
- When axis capture the flag, allies respawn much faster to give them a better chance at recapture castle
- Improved cover for the axis when going from the castle to the first tank barrier
- Slightly reduced accessibility to the tank barrier for the allies and increased barrier-spawn distance by a couple meters (so less respawn-invulnerability time when reaching site)
- Allies now have a couple more seconds to close the mobile bridge hangar door before the tank comes in the area

[CAVES]
- Axis capture the mid caves bunker earlier (a little bit after the tank goes past the upper bunker entrance)
- Mid caves bunker lower exit more confortable
- Jumping from the mid caves bunker to the water below (pool shortcut) is now safe and reliable
- Added "tutorial lines" from the low caves bunker for the axis to reach the password

[LAST BUNKER / LABORATORY]
- Improved "tutorial lines" to reach the door-switches and in the laboratory
- Shortened path for the axis to the laboratory
- Made conveyor control pannel more obvious


[GLOBAL]
- Reduced overall timelimit by 3 minutes.
- Smoothed timelimits / checkpoints time bonus
- Little improvement to decorations in some barren areas
- Fixed non-solid metal grids
- Fixed missing / corrupted geometry
- Light changes to respawn timers all arround the maps
- Updated end pictures
- Added GoC logo in some places
- Added instructions regarding performance issues
- Fixed many little texture bugs that no one cared about anyways

