Fountain

Fountain a17

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a17

A:
-removed heaven
-added closed door to inside hold room to make it easier for blue to flush out the area (door opens on cap)

B:
-no changes

C:
-completely reworked second half of point to make more sense with blue forward holds and provide better thematic transition to caves

D:
-complete rework to make sense with new C
a16

-art pass
-clipping pass
-relocated red forward spawn, cutting roughly 3 seconds of walk time

A:
-added stairwell into main building allowing for rotation between top and bottom levels, making upper level useful as a route for blue, as well as allowing blue to clear the area so red players don't end up behind a blue push
-various adjustments to block some of the cheekier sightlines
-added small cover to point
-added another resupply cabinet to blue spawn

B:
-no changes

C:
-added bridge across middle of room as a high ground both teams can contest, and to make blue access to the far flank more difficult / make it a stronger red forward hold
-added switchback stair for quicker but riskier access to high ground
-adjusted cover at forward hold to better enable sentry nests
-removed far flank route to ease spawncamping on B
-added doors to block roof route access until B is capped
-moved kits near old spawn to a forward position

D:
-added safety advisory
In the less eschatological conjecture we still live in, we would be better served by honoring past struggles - including those defeated - than sneering at them, because it would prime us for staying on their path. Defeat also has a pedagogical function, including those for the climate movement: without COP15 and the disappointments of early Obama, there might have been no turn towards mass action.

Climate fatalism is for the jaded and the deflated; it is a bourgeois luxury ... Climate fatalism is for those on top; its sole contribution is spoilage. The most religiously Gandhian climate activist, the most starry-eyed renewable energy entrepreneur, the most self-righteous believer in veganism as panacea, the most compromise-prone parliamentarian is infinitely preferable to the white man of the North who says "We're doomed - fall in peace.' Within the range of positions this side of climate denial, none is more despicable.

a15

-made map snowy

A:
-added building over forward hold area to make it more forward holdable
-added a window

B:
-no changes

C:
-moved point even further outdoors, added second rollback
-reworked "inside corner" to be a forward hold for blue

D:
-shortened cart path in fountain room quite a bit. much more like upward now
-removed main secondary route to fountain room
-relocated underground route to be quicker
-cave dropdown route is now a regular route
Game shows have come to admit that they refer only to themselves. Very rarely are contestants asked about the old history, the history before demographics became the New History. When this older, more distant world is invoked, it is made obvious that this world is mystifying and too difficult to be comfortable with. One game show host asked a question about the First World War and then described the First World War as "certainly a military event of considerable importance." He was assuring his audience that the First World war was popular in its own day.

a14

A:
-reopened heaven
-narrowed width of first open area overall
-added stair to upper level shed (red side), removed blue access
-rerouted lower shed entirely to be disconnected from upper shed
-removed railing in front of fwd spawn

B:
-bunch of changes near the point that should make it easier to hold. too many to count.
-fixed playerclip issue at fence

C:
-removed red forward spawn. red now spawns at final for defending C.
-added rollback, moved point further outdoors to help ensure blue actually pushes red out
-modified red side room to try and encourage a stronger hold there

D:
-added new side area to function as a "playground" that offers height advantage over last point, useful for both teams
-extended track length
-moved red spawn to corner. its probably too close to the cart path
a13

-reduced max map time from 10 minutes to 8 minutes

A:
-full rework of blue's approach to the point. the old one didn't have a proper space for players to "duke it out" and the gameplay was stale as a result. the aim here is to open up the flow for both teams to be more fun for everyone without reducing the difficulty too much.
-balcony on top of elevator is gone. i wanted to try and keep it in because it feels like an iconic part of the map, but it just doesn't fit in a design for A that is meant to encourage red to push forward and play more aggressively.

B:
-lowered red side of choke by 64 units (without an overall reduction in height difference for the point) in order to make the main choke slightly easier to push (as well as make red holds require better use of the sheds) and also make the red half of the point easier to defend.
-lowered left sentry nest to make it more connected to point area
-added conveyor belt over choke to try and hamper blue demomen from jumping to red spawn
-made bounds of netting a bit more obvious

C:
-redesigned platform on red side of main room to try and reorient defense towards the middle of the room instead of just the back half
-moved tall machinery thing back 256 units to enlarge front area, added cover to front area to make it more of a gameplay space and offer better route into B
-added ramp up to door exiting brewery to give red a more obvious advantage at that choke

D:
-red fwd spawn becomes a dropdown
-reworked red hold area behind finale for better sentry nest
a12a

A:
-no changes

B:
-added medium health to shack flank to hopefully encourage blue usage of the area

C:
-various small adjustments for detailing

D:
-no changes
Thanks to Chin (smig) for suggestions on changing B / C connecting area.

A:
-redesigned opening area because red doesn't actually use it for much of anything and it feels really weird and cramped and i don't like it. after looking at some classic tf2 maps, i think this area needs to be more natural and open to just help the map feel more like a real place rather than a big clusterfuck of sheds

B:
-opened up dead-end diagonal shed to be a better hold area. added medium health
-added funny stairs to water area to give red more mobility, easier to flank into shack area and use more of the area to give blue a hard time
-added wall onto bridge for blue cover
-garage door will not open until B is capped
-reworked side building so red can still enter while in cover but it does not connect to C. upgraded health to medium
-downgraded health in balcony room to small

C:
-disconnected the Good Route from B entirely so Blue is forced to use other routes. connected Good Route back into the main room, added medium health / ammo
-added balcony for high ground exit so blue can use it more easily and so red can prop jump up more easily / obviously

D:
-rework to put fountain in center instead of at the end. minimal changes to the Actual Layout in response to this, mostly because i don't have a ton of ideas
In New York's East Harlem there is a housing project with a conspicuous rectangular lawn which became an object of hatred to the project tenants. A social worker frequently at the project was astonished by how often the subject of the lawn came up, usually gratuitously as far as she could see, and how much the tenants despited it and urged that it be done away with. When she asked why, the usual answer was, "What good is it?" or "Who wants it?" Finally one day a tenant more articulate than the others made this pronouncement: "Nobody cared what we wanted when they built this place. They threw our houses down and pushed us here and pushed our friends somewhere else. We don't have a place around here to get a cup of coffee or a newspaper even, or borrow fifty cents. Nobody cared what we needed. But the big men come and look at that grass and say, 'Isn't it wonderful! Now the poor have everything!'"

This tenant was saying what moralists have said for thousands of years: Handsome is as handsome does. All that glitters is not gold.

She was saying more: There is a quality even meaner than outright ugliness or disorder, and this meaner quality is the dishonest mask of pretended order, achieved by ignoring or suppressing the real order that is struggling to exist and to be served.

A:
-opened up shed area to make it less of a pain to push into, and also hopefully making it more obvious as a holding area for red team

B:
-fixed fence that you could shoot through. apparently tyler did this on purpose?
-added door that shuts after B is capped to make The Good Route less good

C:
-moved a fence back a bit
-tweaked deathpit flank door a bit to block a sightline into blue spawn
-developed same cave area a bit
-added windows overlooking point. not sure why

D:
-no changes
a10a

Fixed a couple of random glitches and did a small layout update.

C:
-reworked outdoor flank to be more of a gameplay space than a corridor. harder to camp as pyro.
-fixed funny payload cart path
-fixed prop jump that didn't actually work
-added chin
a10

The concept of a local or national culture is a paradoxical proposition not only because of the present obvious antithesis between rooted culture and universal civilization but also because all cultures, both ancient and modern, seem to have depended for their intrinsic development on a certain cross-fertilization with other cultures. Regional or national cultures must today, more than ever, be ultimately constituted as locally inflected manifestations of "world culture." It is surely no accident that this paradoxical proposition arises at a time when global modernization continues to undermine, with ever increasing force, all forms of traditional, agrarian-based, autochthonous culture. We have to regard regional culture not as something given and relatively immutable but rather as something which has, at least today, to be self-consciously cultivated. Sustaining any kind of authentic culture in the future will depend ultimately on our capacity to generate vital forms of regional culture while appropriating alien influences at the level of both culture and civilization.

A:
-reverted patio change
-raised blue bridge and adjacent room (by patio) by 64 units. added railing to patio room exit.
-bridged building over to tiny little chimney building thing. makes more sense for detailing, and also nullifies jumping classes a tiny bit (jump route was too awkward to be worth keeping anyways).

B:
-removed inner high ground route. porch is accessed on other side, interior area is just an ammo dead-end. this route isn't super useful for red and kind of shortcuts the blue push to B in a way that feels highly variable, which i want to avoid for consistency in holds. hoping this makes players (blue and red) play more in the shed area behind the B corner.
-added route through pool-side building
-replaced roof area from a9 with proper balcony accessible to all classes via staircase

C:
-no changes

D:
-grounded trash can