Alright, did some tweaks to the area right after the transition tunnel leading to B, adding a secondary one-way route for BLU to use, and a ladder (shh, it's probably temporary). Adjusted capture times on B, D, and the Skull point to make it easier for BLU, especially the final point. Fixed up the nav mesh, to boot!
Added some clipping around most of, if not all of, the power outlets around the map so it isn't as easy to bump into them while running along a wall. That and a single letter version is nice, no awkward dev b18a2 bs, lol.
Some nodraw and lighting had to be touched up, whoops, all good now.
So like, optimization and proper map layout, that's pretty cool stuff huh? Yeah, so I went ahead and manually cut my map into itty bitty pieces, separating each area with skybox brushes and the like so entire stages aren't all loaded at once. I've already noticed a significant increase in performance, and generally things flow a lot better for both teams. I've also redesigned some areas to accompany this massive map change, especially point E. You'll still find remnants of old buildings and set pieces used in earlier iterations of Dune, but this is arguably by far the best version you'll play. From here, its testing, tweaking, and cleaning.

Thanks for the support for Dune from the past year, I'm aiming to have it done n' sharp for the workshop this summer (one can dream, lol). Hope y'all dig it!
It's like beta 16, but better! The area around point D got some love. New flank routes and cover; as for the final point (skull), now when BLU is in the process of capping it, RED goes from a 3 second spawn wave to 0, so they'll come flooding out to fight back.
The Final Stage needed some love, as it felt waaaay too cramped and short; now we have G I R T H. Preview images will be adjusted in due time.

GAMEPLAY:

GENERAL

  • Cap times are measured in Scout time (x2), just as a reminder!
  • I may add further details to the skybox in the future but remember that the theme of the map revolves around an expansive desert full of wavy dunes. You're not getting a lot of mesas, canyons, and cliffs.
  • Nav mesh has been adjusted accordingly.

FINAL STAGE
  • The skull point is now locked AND relocated in a brand new area next to RED spawn! For the longest time, I wasn't sure how I could exactly expand on the final stage, but recently something clicked, so now there's new flank routes, a new area to defend for RED. Capture E, then go to the skull point.
  • Capture time and respawn waves are adjusted accordingly.
Forgot to change the previous version's cap titles so the letters were off, my bad. Now they should be good!
Something something overcorrected the map, so now we've taken a step back to go forward!

GAMEPLAY:

GENERAL

  • Cap times are measured in Scout time (x2), just as a reminder!
  • I may add further details to the skybox in the future but remember that the theme of the map revolves around an expansive desert full of wavy dunes. You're not getting a lot of mesas, canyons, and cliffs.
  • Nav mesh has been adjusted accordingly.
  • The map now has six control points again.
  • Hint brushes have been culled for the time being just to see how some adjusted brushwork can handle optimization. Now the walls actually go down to the nodraw floor under the sand, whoops.

FIRST STAGE
  • Restored the First Stage to a previous version so it's a bit more lengthy without being too long.
FINAL STAGE
  • Point E is now open alongside the newly labelled skull point (it's the one where a bunch of explosions and death happen now, finally got around to adding an E P I C BLU win ending, WOAH). Think of it like a mini-Steel: if BLU caps E, they get to spawn in much faster and gain additional time to push to the skull point. Capping the skull point is an automatic win for BLU, so even though RED has some strong defense potential, they still have to watch their six! This is of course experimental as are most changes, so we'll see how this plays out in the classic spirit of giving the final stage of Dune a twist to the gameplay.
  • Capture time and respawn waves are adjusted.
Well this has been a fairly unlucky yet important string of patches for Dune, this one's for b14d. Adjusted some brushwork around the Second Stage BLU spawn windows, added a few particles into the Final Stage's new alleyway, and moved the leftover shrubs around RED's spawn in the First Stage
Get jumpscared by the b14c patch. Fixed the fuckass door (really, that bugged warehouse shutter door in the second stage was annoying to discover, lol). Did some further tweaks here and there. Added respawn brushes to the window area of that warehouse, and made RED spawn a bit faster in the First Stage.