the map finally looks somewhat complete now. also sorry for the long wait, i've been busy with other map projects
  • it is no longer possible to shoot through some tight gaps inbetween props (thanks to blockbullets entity)
  • fixed clipping misplace
  • reduced respawn times for red
  • vents now have areaportals that open when b is captured
  • added areaportals to the first blu spawn
  • added areaportals to the building housing point c
  • added areaportals to the building near b
  • added occluder to the big door
  • extended the skybox floor
  • cameras now rotate slightly
  • changed some i/o calls to optimize the entity count (replaced disable with kill, kill tonemap onmultinewround) (according to report_entities command, the entity count ignoring 13 player entities (player, viewmodel, weapons, wearables) is 367 pre-round, 366 setup, 365 round start, 364 a capped, 349 big door fully opens, 342 b capped, 341 c capped)
  • replaced crane models with custom ones by Tianes (https://tf2maps.net/downloads/oil-platform-crane.10983)
  • cranes now have a support and are no longer floating in midair
  • added ropes to crane hooks
  • applied distance fade to more props
  • fixed shadows being casted upward
  • combined several func_detail entities into one big entity
  • catwalks are more detailed now
the map is closer and closer to beta, i'm not sure if i can do the stuff to make the map look professional, so i think i'll just try to collaborate with someone, i guess.
  • added a garden area between blu spawn and a
  • the garden provides a long, but safe flank route
  • added another door that closes when a is captured
  • added a catwalk near b for blu players
  • added some props to make blu progress easier and have less sniper sightlines
  • changed some props to make them fit better with the environment (mainly red and blu skins)
  • made the entrance to the vent higher to slightly restrict red's access to the long ass flank route near c
  • adjusted exit of the second blu spawn to no longer block catwalks
  • optimized cameras by limiting render distance (fog)
  • added a section above the billboard
  • changed some pickups
  • added a custom pickup that gives 20% health and ammo (model by Lee23)
  • fixed soundscapes missing in certain places
  • vents that lead to the long ass flank route are now closed until b is captured
you guys probably forgot that this map is supposed to be in a city and that you're fighting on rooftops, not randomly placed blocks.
  • added 3d skybox (still experimental, may change)
  • skybox contains a base near point c (red are launching a rocket in a middle of a city, don't ask why.)
  • added a walkable billboard near b, which would hopefully bring more attention to the flank routes (previously all blu players would just pile in the main route)
  • point b is locked again, although this time only during the big door's opening
  • added a small door that opens immediately after capturing a
  • health pack in the red container near b is now large
  • a whistle sound plays after the door fully opens
the map test was horrible. just horrible. part of it was my shitty decision to lock the second point for 40 sec, which the mods thought was a bug and cancelled the test.
  • removed the door to b that was closed until a is captured
  • all red spawns now face the same direction regardless (this should encourage players to go in a different way, but i didn't want to remove the other ways)
  • point b no longer has a 40 sec cooldown
  • more height advantage on red near b
  • added a flank route between blu spawn and point a
  • adjusted respawn times
  • updated cubemaps
the map is getting closer and closer to beta
  • decreased red respawn time even further when they capture b
  • doors no longer z fight (pro tip: set "lip" value to negatives)
  • added an easter egg in blu spawn
  • window of the inaccessible area near c is no longer transparent. this should improve performance by a lot
  • added another exit for red to point a
  • capture zone borders are now visible
  • optimized performance using areaportals
  • optimized performance using prop distance fade
POINT B REBALANCE
  • door now opens way faster
  • point b is unavailable for capture until 40 sec after capturing a
  • added a catwalk above the big entrance
  • added another floor in the small building
as requested by a lot of people during playtesting, i will try to add more verticality to this map
  • added a catwalk above point a, you can climb on it inside the building or by jumping on the vent if you're scout/blast jumping.
  • added a giant flank to the point c, it goes through a storage room and a cooling room all connected by vents, both teams can use this flank
  • new room 1: storage room - has a bunch of props, a container with an ammo pack inside, some small health packs and stairs to get back to the vents.
  • new room 2: cooling room - designed for setting sentry/tele nests, contains large health and ammo pack, you can climb the barrels to get to the vents
  • added a catwalk near point c, designed for blu to set their defences
  • added a spy easter egg in the windowed section near c
  • added another blu spawn room (unlocked after capturing b)

CHANGES AFTER PLAYTESTING
  • added player clip brush on the blu's spawn
  • after blu captures a, red team temporarily has a reduced respawn time so that they can defend b easier
  • textured the interior of the building near b
  • red container near b is now climbable
  • cameras don't have collision anymore
  • big door now has a sound
- THE CAMERAS AREN'T DISTORTED ANYMORE THANK YOU SPOOKYTOAD
- applied more textures (floors, walls and ceilings, catwalks look like actual catwalks now)
- populated the world with props
- added a section behind the window near point c that becomes available after blu captures the final point
- made a custom overlay (image by mysecuritysign, edited by dabmasterars)
- added more monitors, all of them are now solid
- added an out of bounds area on the second floor (boss room)
- added cubemaps
- THE CAMERAS ARE FINALLY WORKING IT TOOK ME A FUCKING HOUR WHY IS THE FOV SO WEIRD ITS LIKE HALF OF THE IMAGE IS CUT OFF
- made bloom less pronounced
- doors are no longer janky (protip: use "endtouchall" instead of "endtouch")
- blu spawn has windows and a monitor that shows points a and (later) b
- red spawn has windowed doors
- added barriers to blu spawn
- added a third exit from blu spawn
- made glass more pronounced
- added more overlays
- addded a second camera that shows point b (activates when you capture a)
- made the building flank near b inaccesible from the red side without mobility tools (you can't jump on a container)
- made player clip near the big door slightly less aggressive
- added a pathway near a (under the bridge, then left)
- added a section near c (upper floor, on the catwalks)
- moved red's third exit
- added high ground section for red near c
- added an exit for blu near c (previously was spawn exit area for red)
- added soundscapes
- added a bunch of block doors so that red players will go in the right direction
- red info player spawns now change after capping a (they look in different directions)
- added a flank route under point b's platform
timer doors now have a custom texture (made by me)
added more props and overlays to show where the point is
populated interior with props

this update is minor since it was made in only 2 hours, i just wanted to make the map good enough to traverse. this version is going to be submitted to the map testing program.