Fractal

Multi Stage Fractal A17

This large update brings:
*Remade structures from S1's first rollback to the end of the stage
*Shrunk down S2 overall
*Remade S2 last to a degree
*Remade S1 last
*Made outdoors lighting not flat and ugly
*Tidied up brushwork a bit
*Nodrawed surfaces outside of the map
*Sort of fixed vis issues, new ones are now here
*Added a rock outside of S1's opening area
*Probably loads of stuff I forgot
*Idolon can now kill himself

I've probably missed one or two nodraw brushes in the map because of the vast amount that I did

Huge thanks to Narpas and Saph for all of the feedback regarding A6
This large update brings:
*The entirity of stage 2 has been added
*Last (area after point A) has been completely remade
*Tweaked some areas leading up to A
*Added a bridge connecting the roof position with Blu's forward spawn location
*Slightly remade the interior of the structure adjacent to the ramp before A to make it much easier for attackers
*Rotated the roof next to the ramp's base and added a small room at the top of it
*Raised the roofs of structures near A so it doesn't look like you can jump onto them
*Did some detailing near Blu's first spawn so it looks pretty
*Added a back room for Blu to spawn in within their first spawn so they aren't spammed to hell by stickies through the now always open setup gates.
*Changed lighting slightly throughout the map
*Tweaked some respawn values
*Tweaked some healthpack values
*Probably some other stuff I forgot

New screenshots can be seen on the main page of the thread
Huge thanks to everyone who helped with issues from the TF2maps discord server
As always, all and any feedback is greatly appreciated!




Also I didn't forget resupply cabinets, yay
This update brings:
*Deleted the leftmost basement dropdown + area past underground window, now has stairs to highground for BLU
*Added highground above the slide room for BLU
*Culled a RED sniper spot slightly by using a metal sheet to partially cover their angle, and added a light over the spot so it is better lit
*Added + changed around some health and ammo in the basement
*Widened the rightmost staircase down's area to make fighting less cramped
*Added a wall beside the rear staircase up from the basement
*Widened doorway to rear dropdown
*Added areaportals at last to increase FPS
*Slide now closes at the switchbox before the big ramp
*Aligned all textures, just for Paper
*Added a new entrance to the wide staircase to leftmost highground at last
*Probably a few other things I've forgotten

Stage 2 will be coming with A5, most likely

As always, all any any feedback is greatly appreciated!
This small update brings:
*Clipped window frames so you don't get stuck or can stand there for advantages
*Added some healthpacks in the basement area
*Removed the shutter door at the entrance to RED's base
*Added one or two signs
*Widened a room next to the basement area
*Widened some doorways
*Fixed some shutter doors
*Fixed some ammo that was instead money
*Changed some health and ammo values around
*Probably some other stuff that I've forgotten
*Packed the bucket

As always, all and any feedback is greatly appreciated!
This update brings:
*Added a 3rd exit to BLU's 2nd spawn to help against spawncamping
-*Also rotated one of the exits to another wall for same reasons
*Added windows onto BLU's first spawn so you know what's coming
*Raised the roof near the top of the ramps so players know they can't go on it
*Moved Cap A onto the top of the ramp so BLU's 2nd spawn makes more sense
*Made cart cap trigger taller
*Remade the long flank underneath the ramp area, should play much better and stop defending engies from being able to go behind
*Added two new ways to get onto the normal ground level from the basement
*Changed stairs near last to a dropdown
*Changed hydro-esque raised platform to a dropdown
*Added exit/entrance to area beneath near Cap A
*Added a slide door + some props to try and counteract parts of an annoying sniper spot
*Remade RED spawn - removed basement exit, now both doors exit onto a raised platform and behind walls -/ sightlines should be much less prominent now
-*Made travel times between the spawndoors and around the spawn overall much shorter
*Extended track and last slightly
*Fixed some minor clipping issues
*Replaced blockbullets atop fences with simple push triggers
*Replaced cliffside short fence with a security fence - now obvious you can't go over
*Changed the values of some health + ammo packs to encourage engineers in better spots
*Added a few signs (more are probably needed though)
*Fixed a few 1HU seams in brushes
*Probably some other stuff I've forgotten, lots has changed this update

As always, all and any feedback is greatly appreciated! Screenshots will be updated by A3 I hope, and huge thanks to everyone who's playtested the map already. I'll also be looking to potentially add some more colour into the map, so if there are any suggestions they are welcome