A new update is here! This time the changes have been exclusively visual, besides a few minor fixes. However, this does officially mark the beginning of the Beta stage, since the layout is at a point where I'm happy with how it works for each different gamemode.

Changes:
- Added Stiffy360's Aspen Trees, which I'm super happy with. They really bring the whole forest together! If you wanna use them too you can find them here.
- (almost) Finished detailing the exterior of each team's buildings.
- Updated 3D skybox to make it feel less disconnected from the actual map and add more detail.
- Created cubemaps.
- Fixed collisions on some railings.
As a sidenote, I finally learned how to test my maps with bots in this game, so hopefully in the future the gameplay side of things won't be tested so blindly, lol.

I'm really excited to be reaching this stage of development. I haven't been able to make it this far with any mapping project before, so this is a bit new for me and there's tons of things I'm not familiar with. Hopefully I can push through to the end!​
New update for all variants of the map! I'm thinking next version will be the first beta version, since I'm already working on the last few buildings that are left completely blank, and from there all that's left is polishing, finishing up the visuals and optimizing.
I know working on detailing from the start wasn't the greatest idea, but honestly I might try this workflow again, lol. Not only is it a lot faster, it helps me stay motivated to see a full project the whole way through.

Changes:
- Un-blocked one-way door in KOTH mode (and Arena, oops!)
- Changed pickups at dropdown in spawn to be more useful (and make them the same in both sides, oops!)
- Removed some rocks around mid to de-clutter it and make it more traversable.
- Changed cover around the bridge to compensate for missing rocks.
- Removed collisions on some props.
- Added more clipping.​
So yeah, after some suggestions on a playtest I'm gonna try this map with the Arena gamemode, which is a mode I'm pretty unfamiliar with so don't be surprised if I fucked something up.

Changes:
- Removed pipes over back route to allow rocket jumping.
- Simplified rock formation near the front of spawn and added ammo pickup next to the health pickup.
- Rotated some rocks to widen the route to the bridge.
- Changed some brushes on the bridge to make jumping through the side less frustrating.
- Fixed sewer entrance stairs so you don't have to jump to get onto them (oops).
- More foliage, detailing and 3D skybox stuff.
- Boarded up one-way exit for the KOTH variant only.

Have fun!
New versions for both KOTH and CTF are ready! Might also make that new KOTF version I was thinking of doing, but that'll come in a future update.

Changes:
- Re-added KOTH logic, separated CTF and KOTH versions.
- Removed old sewers stairs and replaced with new set closer to intel room.
- Added basic 3D skybox.
- Fixed intel room blinds so they now open with a trigger instead of on touch.
- Fixed clipping on some roofs.

I should probably update the thumbnails again too... I'll do that later, lol.
Alright so, version A5 of this map was turned into a CTF map, so this version isn't the correct gamemode anymore... but that'll be fixed soon. I'm planning to have both CTF and KOTH variants of this map, as well as maybe a King of the Flag/Invade CTF variant at some point, which should be fun.

These are the changes made in this version:
- Reverted sniper's nest to how it was back in A1, a.k.a. no more sniper's nest.
- Blocked off one-way door into intel room.
- Reverted back route to how it was in A3 (plus the pickups).
- Changed the bridge to offer better cover while being less tight and cramped.
- Removed some props in mid that were getting in the way.
- Added & shifted around cover all over mid.
- Changed small hut to block off one of the doors and make the window bigger.

I'll be working on releasing the next version as both CTF and KOTH, but for now the CTF variant can be found here: https://tf2maps.net/downloads/downstream.15562/
In this update I turned the door that was blocking that corridor in spawn into a one way door, just to see how it goes. This should disrupt the flow of the map a bit less while still providing that much needed protection from spawncamping.
First off, thanks to everyone who tested the map the other day, I got a lot of valuable feedback and footage to analyze! This update is an attempt to fix most of the issues that were detected in that playtest session.

- The point is now larger and more open, and also blocks some visibility for snipers posted up in sniper's nest.
- Back route into spawn is now one-way for non-jumping classes.
- The door leading to sniper's nest is now a one-way.
- Blocked off a corridor in spawn to simplify the layout.
- Adjusted HDR lighting values.
- Replaced skybox with a TF2 skybox.
- Changed water texture to one that (hopefully) doesn't have a missing underwater overlay.
- Changed placement of pickups under the point for symmetry.
- Scattered some more health and ammo pickups around the map.​

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First of all, the name has been changed from Silvercreek to Downstream, which ties into how the creek starts at Red and ends at Blu. I might change it back depending on how it feels.

Secondly, after a small scale playtest I noticed that there were some issues with spawncamping, which I tried to tackle in this update. Other than that, the map seems to work pretty well, so that's good!

Changes:
- Turned nearest spawn exit into an elevated sniper's nest to create a one way drop for most classes and massively nerf a sniper angle from small hut, which before could see all the way into the opposing team's spawn. Also changed the door into spawn to make it see-through.
- Downgraded ammo pack on the small balcony in spawn to a small pack instead of full, and added a small health pack on the bottom floor nearby.
- Added some clipping around the logs near cap.
- Moved some tree stumps to make the area around cap less cluttered.
- Fixed a couple nasty angles from the spawn back route into cap and small hut.
- Some extra scenery.
- Fixed/adjusted some soundscapes.
- Changed lighting color and angle to illuminate the main area a bit more and give it a bit more saturation. I think it looks much better now, really sells the sunset setting!

Looking forward to testing and polishing this map further, and I'm also planning to create a CTF variant at some point, so that'll be fun!

PS. I have yet to update the thumbnails, but I don't have the time to do it right now sadly, so I'll get to that later.​