Update 502: Maps, and a hotfix
This patch is mostly new maps, but also we're adding in a couple hotfixes for issues that have shown up in the past week. There are no gameplay related changes except for some fixes for errors involving players not getting cleaned up properly, hopefully this should alleviate issues where players cannot load into the next round.
[h2]Killhouse[/h2]
In the Killhouse you'll see a new "room" type named Vents. These connect two rooms and require people to crouch through the vents in order to pass between the rooms.

Some changes to the Lumberyard tile, you'll see some Lumberyards now having fences to help corral the entrances the attackers can take. This should make it more predictable and easier for defenders to use the room itself to help hold against the attackers.

[h2]Factory[/h2]
Factory has had some experimental variations that allow attackers to see through some of the higher windows, you'll see these windows marked with blue strips to help identify them. These won't be present on every factory but just a few.

[h2]Killhouse[/h2]
In the Killhouse you'll see a new "room" type named Vents. These connect two rooms and require people to crouch through the vents in order to pass between the rooms.


Some changes to the Lumberyard tile, you'll see some Lumberyards now having fences to help corral the entrances the attackers can take. This should make it more predictable and easier for defenders to use the room itself to help hold against the attackers.


[h2]Factory[/h2]
Factory has had some experimental variations that allow attackers to see through some of the higher windows, you'll see these windows marked with blue strips to help identify them. These won't be present on every factory but just a few.

