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a23 Changelog:

General:
-Set max time to 8, from 10

A:
-Ammo on A for Red is now full

B:
-Increased length of track loop on B
-Prop Jump on B's side flank is now easier
-Closed off long flank on B
-Added cover on B, including an engi hut
-Upper ammo for red on B is now med
-Added a new ammo on rear balcony near point, a small

C:
-Gave red a balcony overlooking the B-C flank
-Fixed the one-way door still opening on contact
-Moved Red's main cover on C forward to give them more room to set up

D, Last:
-Red's full ammo on the balcony now reduced to med
-Connected one of Blu's upper routes with Red's balcony to give spys and pick classses access
-Added some cover on Red's balcony
-The crane is now a no-build zone
a22 Changelog:
Hoping to stop some Blu Rolling on B and C. Opening up C to keep people there for a bit longer hopefully.


A.
-Changed cover on A, near blu spawn
-Added crate to get onto Roof on A
-Improved an ammo to a medium near A point

B.
-Modified some Clipping on B
-Improved an ammo to a full
-Added a small ammo to A-B connector

C.
-Roof jump on C is easier
-Improved ammo on C to full
-Added another flank option onto C, opens on cap
-Opened C up by removing a wall
-Blu's original flank onto C now opens on cap instead of on gates fully open

D.
-Closed up another sightline on C-D connector
-Ammo on Blu side is now a medium

General.
-Some optimisation work, mostly numportal and detailing
-Texturing
Changelog:
-Blu's route out of of their forward spawn after B cap is now a one way
-Blu's C spawn is now slightly closer to their doorway
-Added ramps to the windows in the A-B connector upper flank
-Pulled back Red's final spawn to give the point more room to breath
-Added cover to Red's final spawn
-Red's C spawn is actually closer to the door than it was before
-Removed angled section of Blu's highground on A
-Lighting changes and some small fixes, like the turntable not being in complete shadow anymore
Changelog:
-Dressed up both team's first spawn rooms
-Removed the last roll back on last and lowered that raised bit
-Increased Red's respawn rate after C cap by 1
-Fixed a visible Respawn Visualizer on Red's first spawn
-Dressed up the front of the ship to really indicate that you can't go there
-Moved Red's spawn backwards on C cap
-Various lighting changes
-Fixed an issue where the cart could get stuck on slow mode if it rolled back after the turnstile was fully open. I fixed it bu rerouting the trigger to slow down the cart to a relay and then killing the relay once the turnstile was open
-Fixed a broken teleport
-Reworked the right side upper route for BLU on last, should be less chokey
Changelog:

A.
-Made red-side prop jump on A easier for Red
-Clipped of a small section of Blu's 1st spawn left flank building
-Minor Blu spawn geo changes, added a window

A-B connector.
-Added a prop jump to the minor drop down on Blu's right side flank coming into B

B.
-Added a prop jump near Red's spawn
-Tweaked collision on the tanks near Red's spawn

C.
-Fixed clipping on the boat and around it
-Fixed Ramp to the boat
-Fixed a door being openable when it shouldn't be

D.
-Gantry no longer clips into rear balcony
-The sentry Alcove on the rear, upper balcony is no longer as deep or covered, making it easier to contest.
-Blu's left flank, over the cart can now better contest the high ground and cover that sentry spot
-Added cover on the C-D connector and on the last point to reduce bad sightlines
-Widened a door on last
-Added additional props on the side to reach the gantry platform

General.
-Fixed or removed some missing textures
-Assigned spectator cams to correct teams and/or points
Changelog:
-Broken roll back between A and B should be fixed,
-Spaced out The last point a bit to let it breath and added a rear balcony for Red to defend from. These two changes should make it easier for Red Engies to set up on last.
-Changed the health on the cliff on last to a full
-added/modified various minor props for cover around the map
-Red now respawns right away on B capture, to give them more chances to set up to defend C
-Blu now has more options to attack B
-Made the choke before B a bit less brutal by changing some flank geometry and by reducing the strength of the ammo pickups
Changelog:
I ended up losing a lot of data during recently, which included all of the .vmf and .bsp for each of my maps, Alongside included. I finally got around to attempting to get this fixed, so this is more or less a re-upload to ensure that it still works. Some of the overlays are missing, but I'll get around to that eventually.
Changelog:
-Moved Red's first spawn back a bit
-Moved B point back a bit
-Removed the RED ramp leading up to the high ground on blu's side of B
-Altered the geo to give Blu more options to attack B
-Altered some geo and props to nerf some sniper sightlines coming out of Red's first spawn building
-Blu's high-ground building is now slightly bigger
-A few other minor changes
Changelog:
-Choke between A and B points has been widened
-Added an upper route for choke between A and B which overlooks the problem area
-Changed cover on same choke
-Reduced the med and ammo in the little cubby on same choke to smalls
-Reduced some ammo on B to small
-Changed some old geometry on A which I saw was confusing some people
Changelog:

-Major changes to last, hopefully it will be more balanced and easier to take. The geometry should also be more conducive to good gameplay.
-Deliberate changes to last include more competition for the moving platform, lower flank for Blu, clearer main route, and decluttered entrances.
-Reworked Red's first spawn
-Reworked the side building on B
-The boat on C was slightly lowered
-Added obstacles right after A to reduce sightlines.
-Team colour for the spawns, though I forgot to do so for the new red spawn at last.
-Routes should be much clearer to navigate.