A6
Finally got to playtest this map. Thank you to everyone that was there. The feedback was very useful. The map wasn't too enjoyable to play because for some big issues. First off, the map was way too in favor of the red team. I hope tweaking spawn times will help make the map play better. Also the landmines were extremely annoying, and probably got more kills then anyone. So I decide to just remove the landmines entirely.
Decided to close off the sniper decks once the first point is captured to help prevent blu team being pushed back to there spawn. Also tweaked health and ammo pack placements.

- Removed landmines!
- Shorter respawn time for blu.
- Even shorter respawn time for blu when 1st point is captured.
- Longer respawn time for red when 1st point is captured.
- Shorter time to capture 1st and 2nd points.
- Resupply cabinets closer to blu's spawn gates.
- Larger ramps in blu spawn to help lend blu team to both mid and side spawn gates.
- A gate closes off the sniper deck when the first cp is captured.
- Nobuild in the sniper deck rooms (alittle awkward design, though prevents a unreachable build location)
- Nobuild on tanks and rocks outside of blu spawn.
- Add a fence by the bridge so there is a little more cover on bridge route to the 1st point.
- Changed small health pack to medium health pack under bridge.
- Changed small health packs to medium health packs on both side flanks into 2nd point.
- Move back health and ammo packs on right flank into 2nd point.
I havnt been packing the map right all along. whoops! though hopefully this time it will worked.
I found this thread and hopefully its still relevant.
https://tf2maps.net/threads/vide-a-how-to.21661/
A5

I've worked on this map alot the last few days and I made bunch of changes. Alot of little tweaks.. clipping, lighting, prop placement etc..

The biggest change I made is I completely remade the routes that lead to the 2nd cp. The last version of the map only had to 2 entrances to the 2nd cp.. which I can see being extremely chokey and way too in favor of the defending team. So now there's 4 entrances and even more paths to them.

I feel I need to still develop the 2nd cp more. I can see it being a little too small of a battle area, which can be pretty chaotic. Also the structure might make it feel more like the last point on a 5cp, rather then what a A/D 2nd should be like.


Very excited to actually playtest it and see if its even a somewhat competently made map. :p

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I changed alot for this version. started developing alot of areas of the map to make more sense.

a brief description of the structure of the map..
A/D CP map where the blu team starts at the bottom of a hill at the ocean shore. Blu must cross a hill then through a valley with lots of height advantage for the enemy team, plus mines and barbed wire scatter through out this area. there is a flank on the right side with more cover and health/ammo packs that leads under the bridge to the valley. The red team has a large sniper deck reminiscent of the concrete structures on Normandy beaches during the dday invasion.

After capturing the first point blu must push through the red teams base. there is multiple different flank options that lead to a courtyard where the 2nd cp. this is also right by red team's spawn. thb i feel i need to develop this the 2nd cp area more, though i am interested how this current build will play out. i might just scrap and start fresh if it isnt fun to play.

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