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Changelog:
Fixed piece of interior roof in route to B being visible outside.
Fixed overlay not being assigned to brushes.
Added signage on B bridge.
Changed train engine model.
Changelog:
Rebuilt A, point is now centered above the train.
New one-way door at B that is enabled when A is capped.
Adjusted B, should be more clearer where and when the train stops, and the sides of the track have been raised so getting on the train is easier.
Reduced respawn times for RED, and BLU gets a higher respawn time for B.
More health.
Fixed some sightlines.
More signage.
Added spectator cameras.
Fixed one-way door at A not opening correctly when the point is captured.
Changelog:
Fixed one-way doors not opening properly when A is capped.
Major optimisation improvements, far less of the map now renders at a time.
Fixed a misaligned texture.
Fixed a staircase not being clipped.
Fixed B train bridge crossing lights not being fully hidden on a new round.
Changelog:
Rebuilt B. Should give BLU Less highground and help with sightlines, while making it more defendable by RED.
Changed the forward spawn's at B, no longer in the same room.
More ammo/health at A.
Significantly reduced respawn time for RED.
Increased cap time for all points.
Removed music.
Fixed clipping issues.
Changelog;
Fixed func_respawnroomvisualizer for RED's second spawn being visible when it shouldn't.
Changed door texture in RED's first spawn to prevent confusion.
Opened up a C route and (tried) to eliminate some sightlines.
Changelog:
Complete remake from scratch. is now linear 3CP A/D. As such, this map is effectively an A1.
Changelog:
Hopefully fixed a game_text_tf being completely different somehow
Added ammo pack.
Clipping adjustment to new tower at C.
Changelog:
New side-route to B.
New high-ground route to C for BLU.
If C is not captured in time, for 30 seconds:
BLU and RED get longer and shorter respawn times respectively.
Time pauses.
A and B are locked.
This should make it much easier for RED to take back ground, while that new C route should make it easier for BLU to cap C in the first place.
Raised all pickups by 16 units to prevent griefing by placing a teleporter on them.
Changelog:
Changed windows at B to make it more obvious at a glance you can't go through them.
Added 1 medium ammo to C.
Fixed the crane not raising properly.
Increased volume of timer music.
Added netting to the scaffolding to turn it into proper cover along with some blockbullets.
Adjusted respawn times, and BLU and RED are now given longer and shorter respawn times respectively for 30 seconds if C is not capped.
Capping A or B adds 30 seconds to the clock.
Added spectator cameras.