Orchard and Lighthouse have been statistically favored to win in matchups, which means the map is Red sided since Red starts with both. This update is aimed at addressing this issue by making Blu's points stronger and Red's points weaker.
  • Changes to Orchard:
    • Fixed spawn doors visually clipping through the roof of spawn
    • Expanded outer Orchard->Lighthouse entrance
      • There's a new building with some new pickups in it!
    • Reworked inner Lighthouse->Orchard route
      • The ramps are different and angled now
      • The building is now a cave
  • Changes to Lighthouse:
    • Adjustments to cover
    • Narrowed the ramp to the Depot observation deck
    • Moved some spawn points around
    • Redesigned capture point
      • It's lower, larger, and slightly farther from spawn
    • Reworked outer Lighthouse->Orchard route
      • It's now another observation deck!
      • There's actual combat space, instead of a hallway
      • Added a connection to inner Lighthouse->Orchard route
    • Added some rocks out beyond playable space
  • Changes to Waterfall:
    • Adjustments to cover
    • Rebuilt the waterfall and the cave behind it
    • Rebuilt the spawnroom
    • Reworked the Waterfall/Lighthouse/Orchard connector entrance
      • It should flow better in both directions in all involved rounds now
    • Adjustments to signage
  • Changes to Depot:
    • Reworked spawn to be significantly more compact
  • Changes to Red Base:
    • Fixed only 4 of the 16 Red spawn points working
  • Changes to Blu Base:
    • Fixed only 4 of the 16 Blu spawn points working
  • Teams now switch after a completing a full match (an attacking team wins a final base assault round)
  • Visual fixes
  • Health/ammo adjustments
  • Clipping fixes
  • Lighting improvements

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  • Added soundscapes
  • Fixed the water being weird inside Lighthouse spawn
  • Fixed several missing or misplaced cubemaps
Lots of little changes, fixes, and reworks all over for this version! There's a visual bug with the water near the new spawn at Lighthouse, but it's late and I'm tired and I can't be bothered to fix it right now.
  • Changes to Orchard:
    • Moved control point closer to Waterfall slightly
    • Added a (very) small amount of cover on the point
    • Reworked outer Orchard->Waterfall connector
      • It's flatter
      • It's slightly wider
      • It's lower
  • Changes to Lighthouse:
    • Adjustments to cover
    • Rebuilt the spawn
      • It's a funky little boathouse now
    • Rebuilt the area adjacent to the point to help with flow during Lighthouse/Orchard rounds
    • Adjustments to the trigger_pushes in the ocean
      • They should interfere with fights less often, as they are farther out in some places
    • Added a way to jump up from the dead-end water bit near spawn
    • Reworked and combined the Depot/Lighthouse/Cave connector
      • It's now an observation deck!
    • Reworked inner Lighthouse->Orchard route
      • There's more cover in the building
      • Orchard exit has been moved to favor Orchard less
  • Changes to Waterfall:
    • Adjustments to cover
    • Changes to Waterfall->Depot routes
      • Widened the inner route slightly
      • Lowered the outermost route and reworked it to be better for Waterfall
  • Added an extremely basic, temporary 3D skybox
    • You can see the lighthouse from all the stages!
    • The ocean looks slightly larger!
    • The final points have fancy smokestacks!
  • Fixed Blu's final spectator cam being tied to Red's final instead of Blu's final
  • Fixed finals being inaccessible during TF2M Feedback Round
  • Fixed several random doors being closed during TF2M Feedback Round
  • Fixed the the spawns breaking completely if played with Sudden Death enabled
  • Health and ammo adjustments

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oops
  • Fixed the map being stuck in setup time forever
  • Fixed the map getting stuck in an unwinnable state if a team has to defend final for the second time in the same match
  • Fixed a visual bug where the round timer would reset to full before the next round began after successfully defending final
  • Fixed respawnrooms not being set to the correct teams in certain cases, trapping players in spawn
  • TF2M Feedback Round Support
  • Fixed a few missing patches
  • Health and ammo adjustments
  • Lighting improvements
  • Clipping fixes
  • Changes at Lighthouse:
    • Enlarged the capture zone area
  • Changes to Lighthouse/Orchard connector:
    • Rebuilt the Orchard/Lighthouse connector
      • Changes imported from the ICTF version of National from MC13
  • Changes at Orchard:
    • Enlarged the capture zone area
  • Changes at Waterfall:
    • Lowered capture zone
    • Removed nobuild on the shack (again)
    • Adjustments to cover
  • Changes to Cave (Waterfall/Lighthouse connector):
    • Adjustements to geometry to favor Waterfall more
    • Adjustments to cover
  • Changes to Team bases:
    • Rebuilt final(s) to be less cramped and have more options for both attacking and defending
      • They are still small, but not comically small now
    • Added a 45 second setup time
None of the rounds I wanted to test got tested in the last test, so I've decided to tweak the ones that were played for now. At the moment the least fun round is Waterfall to Lighthouse, which is unfortunate since it's one of the most played. This version is mostly some quick fixes to the Cave and the finals, and more substantial rebuilds will occur in future versions as needed.
  • Unclipped roof of shack at Waterfall, by popular request
    • The roof is now nobuild for sentries instead
  • Changes to the Cave route
    • Added additional ramps and routes to help teams flow better
    • Adjustments to cover
  • Slight cover tweaks around the Lighthouse entrances
  • Scaling adjustments to the Depot -> Waterfall routes
  • Tweaks to the final rounds
    • Expanded finals by 256 units
    • Added setup gates that slowly open once the round begins
    • Added and adjusted some cover
    • Defender spawn wave times reduced to 8 (down from 10)
  • Added a few placeholder informational placards around the park
  • Health and ammo adjustments
  • Lighting improvements

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  • Completely rebuilt Lighthouse point
    • Rebuilt Lighthouse -> Orchard connectors
    • Rebuilt Lighthouse -> Depot connectors
    • Partially rebuilt Lighthouse -> Waterfall connector (Caves)
  • Finally actually fixed the respawnroom visualizers at Orchard
  • Reduced final A/D rounds to 3 minutes (down from 5)
  • Grammer fixes to control point names
  • Adjusted some staircases at both finals
  • Added a ramp next to the Depot point
  • Health and ammo adjustments
  • Clipping fixes
  • Optimization attempts
  • Probably other stuff I forgot

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I'm surprised at how much people seem to like this! I know some of the rounds are very unbalanced (I've got a spreadsheet where I'm tracking everything), but I need more data before I commit to big changes. Two of the rounds haven't even happened yet! So for now, here's some small fixes while I wait for more data:
  • Fixed Lighthouse's func_respawnroom not covering all of spawn
  • Fixed Orchard not having a func_respawnroom
  • Rotated Orchard's spawns to face both doors for all rounds except Red Final
  • Re-added a missing ramp in the caves that was accidentally deleted in A2A
  • Cleaned up some brushwork in the caves
  • Improved clipping in the caves
  • Raised the skybox on one of the connectors between Depot and Lighthouse
  • Health and ammo tweaks
    • Swapped a small and medium health in the caves
    • Added a medium health at Waterfall
    • Reduced ammo at Waterfall to small (down from medium)
  • Attempts at optimization
  • Added spectator cameras
  • Fixed the typo(s) that broke packing the overview
  • Fixed round overview not being packed (?)
  • Blocked sightlines at Lighthouse and Waterfall
  • Changes to the cave route geometry
  • Widened some doorways
  • Adjusted signage
  • Clipping Fixes
  • Lighting improvements