Changelog Last: Removed the fence because the sightline was fixed by the layout change in A8 Widened the west ramp, making movement flow better Replaced the jump to last with a ramp (for now) Widened nobuild to include said ramp Connectors: Added multiple closed windows to give players a better overview Removed small pickups in mid connector Added medium pickups in mid connector that are better usable by attackers (but visible to defenders) Mid: Closed the east windows. You can still look through though. Raised mid back up again. Still slight height disadvantage, but should matter way less often Reworked some doorframe clips that weren't working as intended Pictures
Changelog Changed ramp on east flank, hopefully making it easier to navigate up there. Changed mid connector building, making the western exit flow better Closed outer western sniper window, limiting a few scary sightlines unless you expose yourself on the balcony Reset KOTH timer back to 180s for now Added a lot of smooth movement playerclips Fixed a few brushes where BLU and RED last looked slightly different. Oops. Turned around the red spawn door that was enabling BLU to look into the spawn Changed sky, lighting and floor texture to get a feeling for the theme. Sorry, astroturf lovers. Pictures
Alpha 7 - Let there be light and a cap-able last Changelog Reduced light prop spam Improved artifical lighting inside buildings Reworked last Made last control point a bit smaller Lowered last control point by 64hu Moved spawn exits to the side, forcing you to commit to defend last Added small fence as sniper protection for east exit Increased cap time of last from 4s to 5s Increased KOTH timer from 180s to 240s Widened the doors to last Screenshots
Changelog Added a nobuild on the last capture area Added medium healthkit and medium ammo to east flank Raised a sightblocker by 72hu to make it less easy to jump onto it from the east high ground Added a whole bunch of directional arrows Replaced inside door on west flank, combining both rooms Fixed mid cap point not unlocking on mp_waitingforplayers_cancel Screenshots
Alpha 5 - This ain't no Viaduct / Mid is not safe Changelog Redesigned mid, putting emphasis on making it easier to attack. Opened windows on east flank so you can both push and spam the point from there Added a completely new building with sniper windows on the west flank Lowered the point, increased point wideness by ~128hu to be able to fit the slopes in there Added a rock to east flank - It's an shortcut to get to the battlements from mid Switched medium pickups at east flank over to help pushing last New screenshots (Again, last looks the same as before)
Changelog Completely removed paths up to balcony, now more a high ground for explosive classes. Raised balcony by 32hu Nobuild the balcony Nobuild the roofs on last Nobuild mid capture area Changed cap time of last from 6s -> 4s Changed respawn time of losing team from 6s -> 7s Made east building larger to make the high ground less of an overpowering sniper spot Redesigned east flank, now goes through the east buiding. Capture warning when someone starts capping last New Screenshots (last still looks the same)
Well, i found the time to update the map earlier than expected. Changelog Added balcony on west side of mid Made upper flank on west side of spawn 48hu higher Added small fence on last to remove a nasty sightline Reworked light_env to make the map brighter Removed red dev textures on blu spawn Made tunnel flank wider and increased ceiling height Added overlays to the flanks to make clearer which side is which Moved back spawns by 128hu to make it harder to defend from the spawn doors Screenshots
Changelog Recompiled with pickups Pictures not updated, just expect them to be there.