Breakthrough

Breakthrough a2a

After a break, I have returned to do some experimenting.

This is a branch of my main map, to test some hypotheses people brought up about the high ground path. Here's the changes:

Turned the ramp to the high ground on the enemy's side to a dropdown.
Changed the color of the lighting from yellow to white.
Added light under the bridges.
Realigned textures.
My theoretical structure of TF2 mapping is finally coming together!

I've been able to extract more feedback than ever from playtests, which means I can confidently make some big changes:

Added a doorway between the high ground flank and the main path to the point.
Siginificantly reduced the area that jumpers are prevented from getting to.
Redid skybox to prevent odd visuals when jumping
Rebuilt hard midground corner and ramp to enemy high ground to give defenders more of a presence and to blunt pushes to the high ground.
Reworked the bridge segment a little to prevent long-range spam
Added hazard tape to the point cap outline.
Nerfed ammo kit in highground flank
Added a little more cover for the low ground from players on the high ground
Lowered interior lighting just a bit.
Fixed CP prop alignment.
Added Spectator cams.
Lowered the mid-corner area.
Fixed resupply cabinets in ground.
Added visual queues for what you can and can't jump over.