Dev textures and dynamic lights, oh my! Halloweenish, right at the eleventh hour. But only ish.
This map comes after 10+ years fooling around in Hammer (75% non-TF2), and this is my first uploaded map to TF2maps.
The theory is the follows: teams need to be able to split up and also have some space to build up momentum - rest spots. Then they go through a choke of some kind, entering a courtyard or the cap area. There should be routes for loners (sniper, spy, engineer) as well. Verticality is naturally a must and that's reflected in highgrounds as well as underground tunnels.