ctf_pulp_machine

ctf_pulp_machine a8

-lowered some sections of the rooves in the lobby (soldiers still found it easy to rocket jump inside the lobby from one side to the other with intelligence)
- fixed an oversight where players would be unable to grab the intel if the current holder was killed while standing over the capture point door if it was open
- added computers to the basement (in a few situations, they can be jumped on to maneuver around, especially in combat)
- added small awnings to the doors (this change is aesthetic and most likely will not affect gameplay outside of one or two scenarios)
- moved the windows on mid to on the doors (aesthetic change)
-added a building

if there's any input you'd like to give on this map, particularly pertaining to 6v6 play, please message me on discord (fossilbro#7086 (i don't check this website all that often)).

thanks!
CHANGES:
- added a timer to the cap points (players found it far too easy to simply make a run for the capture point. this new capture system makes it easier for the defending team to take the intelligence, and harder for attackers to simply send a scout or soldier to take the intel and stand on the point,)
- added a ramp to the courtyard (once again, this makes it easier to defend.)
- added a window to the lobby walls facing mid (this allows attacking both defending players to get an idea of what's happening from a safe area.)

the map should be in a somewhat competitively playable state now!

if there's any input you'd like to give on this map, particularly pertaining to 6v6 play, please message me on discord (fossilbro#7086 (i don't check this website all that often)).

thanks!

edit: ahh yes and this version has no skybox because apparently it didn't pack properly very nice
CHANGES:
- added a roof to the left flanks (soldiers found it far too easy to simply pick up the intelligence and rocket jump through the flank into the capture zone.)
- the clipping on the stairs are back!
- removed textures from some of the brush faces that you can't see
- added a building

NOTICABLE ISSUES (note that most of these apply to 6v6 competitive games and probably wouldn't apply to casual or highlander as much):
- same problem with the snipers as last update, but i will test it out soon
- it's way too easy to cap once you get to the enemy spawn since it's so hard to defend. this is mostly because of the lack of a choke point.)

if there's any input you'd like to give on this map, particularly pertaining to 6v6 play, please message me on discord (fossilbro#7086 (i don't check this website all that often)).

thanks!
CHANGES:
- removed doors on the battlements (idk people said engineer is too strong lol)
- changed full health packs in basement to medium health packs (badly hurt players on mid could too easily fully heal with very little effort.)
- added crates on mid (players can use them as cover, especially from snipers. scouts (with double jumps) and pyros (with flarejumps) can also use them to get up onto the rooves.)
- added stairs to the left of the rooves (ditto to the crates, minus them being used as cover.)
- added info_observer_point entities to the courtyards (they aren't working it hurts me)
- improved signeage (players who had not played invade ctf were initially confused as to where to cap. in the future i will update the text telling the team the objective of the map at the start of the round if possible but for now this is the best solution.)
- moved health lockers in both spawns
- added soundscapes
- added a building

NOTICABLE ISSUES (note that most of these apply to 6v6 competitive games and probably wouldn't apply to casual or highlander as much):
- due to the removal of the doors on the battlements, sniper is now very strong and can safely stay out of combat while aiming when backed up by an engineer.
- this could cause sniper (and potentially engineer) to be run full time which is not the most fun to fight against and could force people to adapt to an unecessarily strong sniper.
- if, in this hypothetical full time sniper + engineer scenario, the engie was set up near the sniper the only solution to this would be to either back-cap around the pair's team's left flank, make the combo push towards the sentry through the basements (or otherwise risk the medic getting picked off by the sniper before being able to) or running sniper to counter both the other sniper and the sentry.
- movement-based classes (especially soldier and demo) are incredibly strong due to the high ceiling on the map, but low ceilings are a no-no.
- i don't think this is too much of a deal since scout, demo and soldier are basically cornerstones of the 6v6 meta in most gamemodes.
- the capture zone is still way too hard to defend if you don't have an engineer or heavy sitting there.
- i'm not too sure how to fix this one.

if there's any input you'd like to give on this map, particularly pertaining to 6v6 play, please message me on discord (fossilbro#7086 (i don't check this website all that often)).

thanks!

edit: FUCK I REMOVED ALL THE CLIPS ON THE STAIRS I'M A FUCKING IDIOT
-added tunnels near mid
-added flank/choke area on the side where big health packs used to be
-changed ammo and health pack placements
-raised skybox
just little changes
mostly to the cap zone
messed with respawn times and improved flag logic