• Tweaked respawn times.
  • Tweaked pickup locations/sizes.
  • Made the sizes of certain wooden support beams smaller.
  • Added a small platform outside of Blu's first spawn (in order to convince Red to hold forward a bit more).
  • Made a ramp on A -> B bigger, and changed the locations of signs around the ramp to encourage the use of a quicker route.
  • Added another arrow pointing right outside of Blu's first spawn.
  • Added a one-way window and a dynamic arrow for Red's first spawn/Blu's last spawn.
  • Added a window into the water route room.
  • Added a tiny bit of clipping before D.
  • Fixed an errant brush in Red's last spawn (which should prevent people from getting stuck when teleported there).
  • Miscellaneous changes.
You won't sleep well tonight, kiddo.

  • Removed a barrier prop before A.
  • Extended a sentry spot into an adjacent building.
  • Changed the location of a sign pointing towards A (for clarity).
  • Removed a barrier prop in B -> C, in order to make jumping on top of a rock easier to do.
  • Added a building section to take up more space around C, and tweaked some adjacent geometry.
  • Added an extra window to the 'plastic' entrance to D building.
  • Raised a Red base exit door, and added an adjacent raised walkway.
  • Fixed an overlay not appearing on every face it was supposed to appear on.
  • Miscellaneous changes.
  • Moved small health pack at the beginning of the map
  • Added a shed around A to help defenders
  • Moved pickups around A
  • Added a wooden platform to make travelling to B quicker for Blu and to assist Red players in not getting stuck in precarious situations
  • Widened staircase area inside of overhang building.
  • Added signage to help Red players navigate from their first spawn to A.
  • Tweaked respawn times to help Red players defend C.
  • Added a wooden platform to help Red players defend C.
  • Rearranged tall building to make it harder for Blu players to enter.
  • Slightly raised height of water at D to make exiting the water easier.
  • Miscellaneous changes.
  • Added a balcony/staircase by a doorway near A.
  • Added a staircase to the drop-down next to A.
  • Revamped the interior of the overhang building, in the hopes of making it easier for Red to push forward.
  • Added an alternate route to B.
  • Changed the locations of doorways out from Red's first spawnroom/Blu's last spawnroom.
  • Added pickups on the balcony near D.
I wasn't happy with A -> B, so I changed 1/2 of it. Enjoy the gentle slope (and second watery playspace).

Other changes:
  • The water at last now uses @Tumbolisu's awesome custom water texture. It's really great and very useful!
  • The to-sand spawn door of Blu base is now lower (and doesn't have an extended platform).
  • The cart track to A got another wooded barrier, and the rollback zone before A is now longer.
  • The ammo pack in the tall building at C got placed against a wall.
  • Two adjacent pickups near C got moved back a bit.
  • There's a new chandelier above last's water pit, put there to give Red some more height.
  • Miscellaneous changes.
Too many changes to list here.

Long story short, I worked on balancing every single location of the map. And cubemaps work now.

The biggest change would be the movement of Red's first spawnroom/Blu's last spawnroom to be closer to B.

Known issues:
  • One window texture is misaligned. Oops.
  • You may or may not get stuck on a door for Blu's first spawnroom.
This is my first post-Jam update of province.

The map filename has lost its "_72", now being "pl_province_a5".

Changes include:
  • Extending the building of Blu's first spawnroom in order to give Blu team a better look at the path ahead (thanks for the suggestion @Another Bad Pun!)
  • Adding a rollback zone immediately before A to help Red.
  • Smoothed out some sand displacements around A.
  • Changing the geometry around A -> B's big turn to assist navigation for both teams (thanks for the suggestion @Diva Dan!). This includes removing the func_door in that area.
  • Changing the full ammo pack near B to a medium ammo pack, to make sentries at B less defensible.
  • Changed certain textures to ones from Fuzzy's TF2 Urban Texture Pack. They're looking great, @fuzzymellow!
  • Miscellaneous changes.
This is my first post-Jam update of province.

The map filename has lost its "_72", now being "pl_province_a5".

Changes include:
  • Extending the building of Blu's first spawnroom in order to give Blu team a better look at the path ahead (thanks for the suggestion @Another Bad Pun!)
  • Adding a rollback zone immediately before A to help Red.
  • Smoothed out some sand displacements around A.
  • Changing the geometry around A -> B's big turn to assist navigation for both teams (thanks for the suggestion @Diva Dan!). This includes removing the func_door in that area.
  • Changing the full ammo pack near B to a medium ammo pack, to make sentries at B less defensible.
  • Changed certain textures to ones from Fuzzy's TF2 Urban Texture Pack. They're looking great, @fuzzymellow!
  • Miscellaneous changes.
Lighting and texture fixes. Also, soundscapes!
-Changed angle of doorway before A to guide players in the right direction.
-Removed rollforward zone from before B.
-Added extra staircase to balcony area overlooking C.
-Removed circle of yellow tape in order to make pool of (traversable) water appear more 'friendly.' It won't bite!
-Changed location of Red's final spawn room (to be further away from the cap).