Euclid

Euclid A4

Changelog:
-Redid valley rock to be what you see in the screenshots
-Attempted to make demo rollouts slower by rearranging the ramp in house to point the other way but still allow some maneuvering onto it from the opposite side. Not sure how much "slower" it makes the rollout but it does require an extra sticky to make it "fast"
-Adjusted the heights of some doorways in house
-Made all spawn times longer
-Changed minor cover around the containers at second to make more sense and block weird sightlines
-Added cover to the upper part of last to block a large diagonal sightline (allowing snipers to basically cover 3-4 doors from near the spawn door) Some lateral sightlines still exist, we'll see if those are just as OP as the nerfed one.
-Added pipes above the major valley entrances to second/mid to prevent insane blast jumps
-Changed the right-most doorway at valley connecting last lobby into a vent hole thing (think the badlands vent, kinda) that favors those pushing out of lobby (more of a "closet" now)

Screenshots:
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Note: These changes are not absolute, as they are based from feedback not generated by any matches, scrims, etc. However, I think that this version is probably superior to A3 in most ways.

Changelog:
-Fixed holes in blocks with skybox brushes on them (rendering between areas is still a problem, will fix eventually)
-Redid the tiny shack thing in valley to be a raised platform favoring attackers (ie, ramp up to it favors attackers). It makes jumping through the valley more open and gives attackers more mobility through valley while still cutting off weird sightlines.
-Added a building and fence to the valley cliff to make double-jumping as soldier through the valley more viable
-Added decorative buildings to make jumping better and to obscure mid a bit more from those jumping at second
-Made the larger door between the mid/second house and mid much taller
-Added cover to the nearby upper smaller door to block a weird sightline
-Adjusted brushes on the mid structure to further block weird sightlines
-Redid the "trash" area at second (the vans and the pile of dirt) to possibly be more useful. It has high ground about equal to the defender's high ground and has a wall that makes it less useful for defenders. This new design also removes the ability to skill jump on top of the tiny small health building from that area.
-Made the wall closest to the house entrance to second taller to block yet another weird sight line
-Adjusted the door between the the defender's high ground on second and last lobby to be taller, and shifted the second "inner" doorway to the room across from it, to make traveling through this path more forgiving while still blocking a weird sight line
-Adjusted some cover in last lobby to cover a weird sight line from second high ground to last point
-Downgraded the packs near the small computers at last since they're close to the medium packs at the spiral staircase room
-Spiral staircases have been temporarily replaced with diagonal ramps until I figure out how to properly clip the stairs (a copy of the stairs of hidden somewhere on the map, kindof an easter egg)
-Made the balcony at last wider, slightly taller, and just better in general (it also now blocks, get ready...another weird sight line...for the most part)
-Made it possible to stand on the inner lip of the topmost ring of the last point structure
-Added a crate to the stack of crates behind last point to make it possible for all classes to climb up from that way
-Possibly more that I don't remember.

Thank Twiggy and Cabbage_ at tf.tv for suggesting a good number of these changes. Though A3 wasn't actually tested in a match, I think this version is probably better for testing.

Screenshots:
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Changelog:
-Redid the two-shutter entrance to last lobby to not need shutters
-Added several new instances of cover near aforementioned area, last lobby, and the upper on last (where the remaining shutter leads to) to block or nerf weird sightlines
-Slightly shrunk the aforementioned shutter between last and last lobby to further nerf weird sightlines
-Added computer near the upper spawn exit on last to reduce dead space
-Added some crates just beside the upper area on last behind the point
-Changed the window near the spiral staircases to a door leading to a new small balcony with minor cover. This balcony can only be accessed by jumping or going all the way to the room where the window used to be
-Moved the packs near said window into the spiral staircases room to give that room more use
-Downgraded the packs in the hallway connecting the lower lobby to the spiral staircase room
-Adjusted the size of the balcony (with railings) near the last shutter to compensate for new cover and to make flanking through "secret" (or whatever you want to call the small hallway under it that leads to last) more viable
-Added a nonplayable decorative area (sheds + dump truck) near second to hide gross visual problems caused by the skybox (and to give reason to add a gate onto the barbed wire wall near the containers)
-Added barriers on the upper platform at second to nerf sniping and for additional cover
-Possibly more that I forgot

-Posting map to tf.tv for possible competitive testing

Screenshots:
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Changelog:
-Widened mid, it was too smol
-Altered the balconies at mid to be shorter and change the direction of the ramp. This should make it flow better, especially with people coming out of the forward spawns at mid.
-Added an awning above the doors of the forward spawns at mid
-Widened the choke leading from the big mound at second to the balcony at mid. Also added a small slanted roof that can be jumped on by all classes and an extra (tiny) passageway that allows classes to cut corners on the route at a risk.
-Added some cover on the mound at second to block a weird sightline created by the aforementioned slanted roof
-Reduced the size of or outright removed some packs around second
-Slightly reduced the cap time for second by half a second
-Increased the cap time for last from 1 second to 2.5 seconds
-Added a ton more signs and arrows for better direction
-Possibly more I don't remember

Screenshots:
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