Super excited to be almost done with the map! If you told me last year I would actually finish a TF2 map I'd think you were crazy, but here we are I guess. I'm really happy with how this project has turned out, and I'm looking forward to working on more TF2 related stuff in the future.​

Changes:
- Removed collisions on some rail props.
- Removed a couple trees that blocked some visibility coming out the one-way door.
- Detailed wood roofs.
- Adjusted fade distances of some props.
- Added menu photos.
- Added lore barrels (thanks Wendy! https://tf2maps.net/downloads/estrogen-barrels.15477/)
Made a few changes to improve mobility inside each team's base and make both attacking and defending a bit more comfortable and dynamic. Mainly, I wanted to add a new connector near the intel room to help with rotations and flanking, so let's see how it goes. Hopefully I won't make too many more gameplay changes given how late in development the map is lol.
Changes:
- Added new corridor from resupply to intel where the cubby used to be.
- Shifted door into intel to the side slightly to avoid a nasty sightline.
- Made back route into intel a bit wider.
- Added extra bit sticking out near the bridge to make access to the upper level easier for some classes.
- Downgraded intel room ammo pickup to a small one rather than full to make engineer nests less impossible to take down.
- Added nobuild trigger on barrels near intel (sorry!).
- Fixed fog values.
- Changed water texture once again, but stickies and pipes still float on it... I'm completely lost at this point, so I'm deeming the map as cursed and moving on.
- Replaced icky red metal textures with more neutral ones.
- Replaced metal walls in intel to cleaner looking ones.
- Clipping, optimization adjustments and other small changes as always.
It is with great pain in my heart that I say this, I have cut the amount of props and clutter around the middle area to help with framerates and decrease the amount of visual clutter. Hopefully I won't have to butcher the map like this again anytime soon :(

Changes:
- Optimized middle and removed some props.
- Adjusted lighting and HDR settings.
- General clipping and other minor tweaks.​
I think this map is reaching a point where I'm happy with how it plays and looks, so after a few final adjustments here and there I think it'll be ready for the release stage of development, which is super exciting!​

Changes:
- Enabled shot-clock mode for the flags, just to see how it goes.
- Adjusted no-build zones to give Engineers more freedom.
- Added some arrows to indicate attack routes.
- General clipping and other minor tweaks.
Since this CTF version of the map is the most fun one to play, I've decided to put the bulk of my effort into it. This doesn't mean I'm leaving KOTH and Arena behind forever, but I'll update this version exclusively for a bit, just for the sake of my time.

Changes:
- Slight changes to the bridge to make the cover a bit more integrated into the structure.
- Replaced some fences with wooden walls to reduce visual noise and make the routes clearer.
- Added more of Stuffy360's trees to replace the stock pines with ones that fit better.
- Set up detail props for grass displacements.
- General polish.
Last version had some serious framerate issues, so I spent some time figuring out how optimization works. I think things have improved significantly, but there's still more room for improvement.

Changes:
- Added areaportals & prop fade.
- Unclipped & lowered roof on back route to allow jumping classes to go over it.
- Added some cables because why not.
- Changed VRAD settings for better lighting on static props and textures.
A new update is here! This time the changes have been exclusively visual, besides a few minor fixes. However, this does officially mark the beginning of the Beta stage, since the layout is at a point where I'm happy with how it works for each different gamemode.

Changes:
- Added Stiffy360's Aspen Trees, which I'm super happy with. They really bring the whole forest together! If you wanna use them too you can find them here.
- (almost) Finished detailing the exterior of each team's buildings.
- Updated 3D skybox to make it feel less disconnected from the actual map and add more detail.
- Created cubemaps.
- Fixed collisions on some railings.
As a sidenote, I finally learned how to test my maps with bots in this game, so hopefully in the future the gameplay side of things won't be tested so blindly, lol.

I'm really excited to be reaching this stage of development. I haven't been able to make it this far with any mapping project before, so this is a bit new for me and there's tons of things I'm not familiar with. Hopefully I can push through to the end!

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New update for all variants of the map! I'm thinking next version will be the first beta version, since I'm already working on the last few buildings that are left completely blank, and from there all that's left is polishing, finishing up the visuals and optimizing.
I know working on detailing from the start wasn't the greatest idea, but honestly I might try this workflow again, lol. Not only is it a lot faster, it helps me stay motivated to see a full project the whole way through.

Changes:
- Un-blocked one-way door in KOTH mode (and Arena, oops!)
- Changed pickups at dropdown in spawn to be more useful (and make them the same in both sides, oops!)
- Removed some rocks around mid to de-clutter it and make it more traversable.
- Changed cover around the bridge to compensate for missing rocks.
- Removed collisions on some props.
- Added more clipping.​
So yeah, after some suggestions on a playtest I'm gonna try this map with the Arena gamemode, which is a mode I'm pretty unfamiliar with so don't be surprised if I fucked something up.

Changes:
- Removed pipes over back route to allow rocket jumping.
- Simplified rock formation near the front of spawn and added ammo pickup next to the health pickup.
- Rotated some rocks to widen the route to the bridge.
- Changed some brushes on the bridge to make jumping through the side less frustrating.
- Fixed sewer entrance stairs so you don't have to jump to get onto them (oops).
- More foliage, detailing and 3D skybox stuff.

Have fun!
New versions for both KOTH and CTF are ready! Might also make that new KOTF version I was thinking of doing, but that'll come in a future update.

Changes:
- Re-added KOTH logic, separated CTF and KOTH versions.
- Removed old sewers stairs and replaced with new set closer to intel room.
- Added basic 3D skybox.
- Fixed intel room blinds so they now open with a trigger instead of on touch.
- Fixed clipping on some roofs.