a12

spawn change, connect mid to intel room
align light_environment to skybox properly
some minor changes
I think I'm done with this map, for now. Still have so many ctf layout ideas to experiment

a10
expand skybox
basic optimization
asymmetrical layout and detailing
add 2nd attacking spawndoor to counter spawncamping
minor changes based on feedbacks

Blu new attacking route
ctf_hypothermia_a100000.jpg


Red new attacking route (more boring than Blu')
ctf_hypothermia_a100001.jpg
I hope this version will solve some of the map' major flaws

a9
- attacking lane layout update to counter over-extending defenders
- mid height change by 64hu lower than previous version to discourage fighting, with details to make it looks like a sewer-thingy, stay true to its original lore
- deploy anti-spawncamping strategy: windows, lots of windows
- improved air duct route, simply because I have too much free time

new attacker' lane
ctf_hypothermia_a90000.jpg
ctf_hypothermia_a90003.jpg


new mid, deeper
ctf_hypothermia_a90001.jpg


new vent
ctf_hypothermia_a90004.jpg


spawnroom with windows
ctf_hypothermia_a90005.jpg
I worked ahead on this version before the playtest, it is not intended to address all the major issues

spawnroom intel door area update, too many stairs is boring (also make it harder to climb back up)
ctf_hypothermia_a80000.jpg


add flanking airduct to prevent Soldier or Demo to block attacker' entrance too easily
ctf_hypothermia_a80001.jpg


add window with shutter in spawn lobby for players inside to peek before going outside (also the vent is visible from mid)
ctf_hypothermia_a80002.jpg
realization came after a good sleep, rushed to update the map before the playtest

a7
decluster mid
update spawnroom
smooth out displacement
props

Mid
ctf_hypothermia_a70001.jpg
ctf_hypothermia_a70002.jpg


Intel area
ctf_hypothermia_a70003.jpg
ctf_hypothermia_a70004.jpg
sometimes you have to kill your babies

a6
get rid of unnecessary areas
scale mid down by 384hu, intel area also gets smaller as a result
rework intel area, move it closer to spawnroom
spawnroom expanded

screenshots? what screenshots!?
I changed the map so much that I can't remember all the details, but still, it's still the same map, just a bit different

a5
move spawn to mid
simplify, simplify, simplify
turn attacker' lobby into one continuous area instead of rooms connected to rooms
intel area rework
and some other changes

screenshots later
a4 - experiment for upcoming spawnroom relocation and intel area rework
remove intel flanking route in lobby
add window on dropdown door
update lobby layout
replace broken staircase on mid with non-broken staircase
remove full healthkit on mid
some minor detailing

ctf_hypothermia_a40001.jpg
ctf_hypothermia_a40000.jpg
a3
spawn rework and move forward slightly

mid improvement:
displacement rework (slightly scale down & texture painting)
align 2 mid buildings with asymmetrical brushwork
add mid bridge support beams and walls to block sightlines, cut mid in half

ctf_hypothermia_a30000.jpg
ctf_hypothermia_a30001.jpg
a2
add bridge connect 2 buildings on mid
simplify lobby leads to intel area
make all dead ends climbable
slightly nerf lobby's entrances to intel area