In this update:
Overall:
➤ Remade the entire skybox so now it's more detailed and well-made
➤Fixed prop fades
![20240405105709_1.jpg 20240405105709_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260294-f1616d853b9b304f0d814ad0031a98c4.jpg)
![20240405105725_1.jpg 20240405105725_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260295-58566b64374cec295b68565c2731fc59.jpg)
![20240405105812_1.jpg 20240405105812_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260298-96376f63e670139a0c9113a46b2f8f5f.jpg)
![20240405105803_1.jpg 20240405105803_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260308-79ed5de9aed4f13db2e40c4c98717b7b.jpg)
Point A:
➤ When Blu Cap A, now their spawn moves further into their first spawnroom similar to upward's.
➤Upgraded right side's medium ammo pack into a full one to encourage engineers setting up there more often.
➤ Red's Bunker has more places to hide now as a defender.
![20240405105827_1.jpg 20240405105827_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260300-b40d665d3993bc21e075633ba25a471a.jpg)
Point B:
➤ Improved optimization
➤ Extended Blu's platform while climbing up to the frontline
➤ Gave Blu a one way window into attacking Red's defence
➤ Improved visibility in some areas
➤ Added a crate on Red's lowground to prevent medics from hiding in a super safe spot.
![20240405105836_1.jpg 20240405105836_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260301-16f2923ea1a5060c8a6c438039b6bfc4.jpg)
![20240405105847_1.jpg 20240405105847_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260302-5095b119b680b506b192d3f3c0391717.jpg)
Point C:
➤ Added a small HP/Ammo pack on Red's small highground area overlooking the point and tracks.
➤ Added more cover for Red around the point
Point D:
➤ Some doorways and hallways were extended in order to allow for better movement.
➤ On the low ground, cover was either replaced or moved around to allow for more interesting fights.
➤ Red's low ground defence was improved by giving them more space to hide as well as a better sentry angle.
➤Reworked the stairs on the low ground to allow for cover and to climb up to the highground easier. Also it now opens a new jump for all classes. Especially for spies.
![20240405105920_1.jpg 20240405105920_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260304-f936603838847786d1aef0c3eaa1cb42.jpg)
![20240405105925_1.jpg 20240405105925_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260305-4fdfc3448fe81c1de2b95cfdf0e14c95.jpg)
![20240405105931_1.jpg 20240405105931_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260306-e06efaeb29fecff5933f44253acf0b2a.jpg)
![20240405105941_1.jpg 20240405105941_1.jpg](https://sjc1.vultrobjects.com/tf2maps-forum-attachments/data/attachments/260/260307-9be5ff143cc814510ad3d12e55153dda.jpg)
Notes:
It's been a while hasn't it?
I got 2 maps of mine into the game and I felt complete inside of me. It's something I was trying to do for years now and I finally did it. However for me mapping (or anything I do) is art. I love creating art. And when I see people just enjoying what I made I am really happy with that. So I tried to retire from mapping and create new stuff, such as playing with blender and now with VR which I am super excited.
I just want to learn new things, that excites me a ton.
However Hoppkins wanted my help with his map embargo which I had a lot of fun helping him with. And now comp players wanted me to improve Eruption which I also had a good with with. I have had a few ideas about the map for a while now and I wanted to do them out of love for the map.
Dunno what the future holds but I am certain that I will do what I love.
Thank you to everyone who helped me over the years, I appreciate everything. Trully.