Eyo folks! I'm really hoping this version of Dustdevil can actually be played, as a lot of adjustments have been made for optimization and gameplay.

OPTIMIZATION:
  • FPS remains at 60-200 thanks to splitting the map in half.
  • About 2 hours of compile time to add more visleaves while balancing ent count, func_details, and brushwork.
  • Compression thanks to CompilePal's BSPZip support. Went from +60KB to +20KB.
  • Bones on any dynamic prop should be disabled now.
GAMEPLAY:

GENERAL

  • Rounds now start at 10 minutes compared to 7 minutes but cannot exceed more than 10 minutes. Capturing a point still adds 7 minutes to the clock to encourage the stalemate nature, as well as pushing for more team coordination and clever plays. This also allows BLU an additional 3 minutes at point E to capture it, given it is now the longest capture time of the map.
  • More flanks and cover for all stages.

FIRST STAGE
  • The building separating BLU spawn and point A is now a gazebo, with plank bridges that can be accessed from RED and BLU sides respectively. A medium health pack is provided behind cover from RED side.
  • BLU has a lot more ground to flank and maneuver around, both high and low ground.
  • Previously, BLU could very easily claim point A thanks to a quick capture time if a majority of BLU was present on the point, as well as a slow respawn wave time from RED. RED team now has a significantly faster respawn wave time, and the point now has a capture time of 30.
  • The Data Center, used as a base for RED and BLU alike, now has had its one-way entry removed thanks to a wall removal next to it. A full health pack replaced a medium health pack in the lower floor's hallway junction.
  • Point B now has a capture time of 15.
  • A small health pack is provided for RED defenders and BLU flankers behind the tires across the capture area for point B.
SECOND STAGE
  • BLU's warehouse spawn now has an area to the right that has open windows. These windows can be used to access the flank to point D, or have an overview of point C. They can also be used to view any RED members hiding within point D's bunker.
  • The tunnel coming from the flank to point D now has a direct path to point D. This can benefit RED as much as it does BLU, especially when trying to reclaim point C.
  • The fort's front entrance interior now has a balcony on the second floor to allow RED to shoot down at BLU attackers.
  • There's a slightly wider view at the top of the staircase leading down towards point D to allow for an easier time to attack enemies dwelling in the bunker.
  • Windows near said staircase have been opened to allow for quicker access to the fort's front entrance.
  • The flank next to this staircase outside along the fort's front entrance has been adjusted to allow for more movement, as well as being provided a full health and ammo kit.
  • RED will respawn significantly faster while they own point C.
  • Point C now has a capture time of 40, and point D now has a capture time of 25.
FINAL STAGE
  • Due to, "Why try to push into the capture zone as BLU so early in the round? Why not wait till the end," the gameplay has been modified. Instead of a CP/KOTH A/D hybrid area, it is purely A/D with the longest capture time out of all control points: 80. This is done to keep the goal of the area in spirit: BLU must both push and defend point E; RED must defend and counterattack if they are shutdown.
  • An exit from BLU spawn leading directly to the point has been completely blocked off.
  • Access to the circular rocket building has been provided, giving RED another means to exit spawn if BLU is choking their other exits. This can also help sneaky BLU members to get behind RED enemy lines.
  • Access to the building in the far-right corner has been provided, allowing RED to hole up and form a counterattack for any BLU offense. This can also aid sneaky BLU members in their flanks.
  • Access to the central building separating the two bases has been provided so BLU can gain the upper hand on a strong RED defense.
  • Thanks to these various new areas and more easily accessible vantage points, Snipers will now have to compete with more classes, other than himself.
  • More health and ammo packs have been provided to BLU's side of the area.
  • RED and BLU now spawn slightly faster to ramp-up gameplay.
MISC:
  • Menu photos have been added for the loading screen and the briefing screen. Adds some lore/flair into the map; makes room for potential holiday variants if there's an interest.
  • Custom briefing text which should support all languages provided in TF2.
  • Heavily modified nav mesh to make any TFBot usage more convenient.
  • All of these should be packaged and repackaged into the BSP to make it helpful and filesize-friendly.