C
Fixed a missed input which stopped the cart from progressing lol.
A
Added a door to the forward hold at A so Blue can exert more pressure on it from more sides.
Moved a healthkit to a point that looks into this doorway.

B
Moved around the placement of healthkits to encourage blue to move up more.

C
Pushed forward the entrance to the point area.
Pushed back the barnblitz delayer.
The route up the inside is now better covered and easier to find.
The route up the outside is easier to get to from the track.
The rotue up the outside has a much more circuitous path up to it than previously, letting it be used as a path for Blue rather than for Red.
Split up the two buildings on the outside to make pushing up there as Red less rewarding + allow for a potential sentry spot/tele spot.
Increased the usefulness of the ledge before the doorway so that attackers have a nice place to hold before a push.


Thoughts
The forward hold at A really should be temporary and that's not been able to be the case recently, with how attacking sided tf2m is and how difficult it's still been to dislodge this hold, it's justified. I hope gameplay around it continues to be decently fun.
C has always been an odd one. It works best when people have access to the inside route which looks onto the sentry spot, so I've made that more approachable + I've made it less of a "challenge" to hold the space as Attackers in general.
A
Reduced setup time from 1:30 to 1:10
Added a healthkit nearby the foward hold. To help blue attack it
Lit up underneath a staircase

B
Increased time gained on cap
Increased amount of pickups for attackers drastically
Flipped and rejigged a sidebuilding where Blue's forward spawn is, they now spawn on the 2nd floor
Added more noises to the lift
Fixed the lift's trigger being too big

C
Updated the shape and appearance of the buildings in one of the flanks
Kept open one of the barnblitz doorways at C
Added some pickups for attackers
Increased visibility on the inside flank for attackers
Added a railing to slow down any routs that may occur

D
Opened up the main route to last
Altered the layout of the area alongside the cart path
Gave Red highground at one of their spawn exits
Reverted the design of the sentry spot on last
Increased the ease of access up to Red's highground
Added a small passageway as a secondary way into the main flank
Changed the small building in the flank into a platform instead
S5
A
Redid displacements so they're easier to work with later on.

Updated the visuals of buildings near the silo.
Updated the visuals of a side building near the point.

B

Redid displacements so they're easier to work with later on.
Altered the cliffside area to be more of a launching off point for pushes by giving a highground.

C
Updated the barnblitz-style delayer so that the flanks, not the main route, are blocked off.
Updated the barnblitz-style delayer so that you have to push further into the space to start the delaying process.

D
Reverted D's overall design to a previous version. But updated it in places so I'm happier with it.
A
New staircase up to highground in point room. Intended to make defence more regular across different plays of the map.
Removed an entrance into the area for the defenders.

B
A-B is now 512 units longer. This area is simplified to make it harder for Red to flank.
New stair alongside the lift.
Entrance to inside-corner flank now easier to access for attackers.
New forward hold building + forward spawn.
Redid rail area.

C
B-C is now 512 units longer. Now acts as a lobby before the point area.
C point is now 512 units thinner. Defence can properly be mounted from the balcony on the other side of the area.
That balcony has been extended to jutt further into the point area.
The point's choke has been extended, now goes along the entire breadth of the barn.
Sentry position balcony has been pushed back to make it a stronger position.
Different execution of Barnblitz delayer thing.

D
Gateway to the point removed.
Inside flank extended. Now goes to the finale itself + has many doorways in and out.
A
Small changes to A to encourage engies to set up in spots which lead to neat gameplay.
Lit up the initial flank building more.
Removed a door on the angled building.
Made the wide flank on A be slightly more confrontational to traverse. You have to get in defender's way more
Added a skill route in the point area.
Added a hole in the wall to show defenders where you could set up.

B
Displacemented the ground properly.
Pushed back the wooden wall, added some cover and health to the bowl.
Made the forward hold shack more inviting hopefully.
Fixed a sightline.

C
Added a barnblitz style delayer before the point. Stops the cart for 10 secs. Potentially going to partially close the main route with a door and open it via this too, depending on feedback.
Added more ammo to the intended sentry spot.

D
Added a sniper sentry spot for Blue that looks around the corner into the "lobby".
Moved a doorway so it penetrates this area more too.
Added some cover in the form of a tank to hide behind as spy among other things.
Made entrances to the point area easier to cover as Blue, coverable from one position.
Extended the low-ground cramped route further underneath the spawn area itself.
Added a ladder up to the pipe on Blue's side that is covered.
Added a new, large lowground bowl on the outside of the point area. Also lets Blue contest Red's main route up to the pipe.
Altered dropdown route to be more traditional
Added a separated but pretty noticeable route that goes down to the bowl.

Other
Fixed Red Spawns not enabling properly on Last.
  • Swapped some ammo and health packs all around the map
  • Fixed death pit
  • Changed the timing of flank door opening on C
  • ???
  • D point was remade from the ground up
  • Slowed down the car progress from B to C to prevent Blu from steamrolling
  • Minor B point detailing
  • Minor Blu spawn detailing
After 1 year of development, it has been worth the wait.

  • A and C points have received slight artpass
  • B and D points were remade from scratch
  • B point has new elevator logic made by @Izotope (many thanksies)
  • Fixed door not opening on C point
  • Added a medium healthkit to the entrance to the highground before A.
  • Fixed spawns not changing once B is capped.