- Removed Subway and sewer routes
  • The subway route hurt to remove due to the detailing I had done and the fact it helped Newsie stand apart from the other maps during the TFConnect contest, the train will return in some form later down the line, however as of right now I'm going to be working on making the main routes to each area of the map better to play in and better for players to enjoy
- reworked Spawn at A point, old spawn room is now a hallway connecting balconies to assist in connecting the two teams
- Replaced entrance into subway with a new connector to route A -> C to prevent snipers camping
- Moved Frogge
- Replaced Sewer route entrance with stairs going to C -> B route
- added clipping to boards to C
- Adjusted Clipping
- added more area portals to help improve FPS and performance
- Added metal frame to elevators
- fixed issue with players teleporting through another team's spawn room
- removed flank route below B point
- Minor Detailing

This version I will be testing primarily B, if it doesn't play well I will be attempting to remake the point from scratch to hopefully make it better to play on, Any feedback on how to reduce confusion and make areas better to play is greatly appreciated.

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Closed a door to an OOB room
darkened OOB rooms
Expanded B for more breathing room
added more ramps to c for easier traversal between levels
added jump pad to c
added more raised ground to C
moved stairs between a-c
moved elevator between a-b, replacing old elevator with stairs
shortened balconys near and over A
removed barriers at A
remade routes to balcony at A
unclipped pillar with statue between A-C
moved froge


Thank you @MegapiemanPHD for looking over the map and assisting with some of the changes to C.

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- Redesigned C with a raising elevator gimmick, routes to c have been slightly redesigned to accommodate
- minor detailing
- fixed multiple visleafs to help with performance
- remade area portals to help with performance
- added dynamically changing props to assist with giving landmarks to well needed areas
- removed alot of the TFconnect contest props though a couple remain
- kept darkroom door from opening, you'll ruin the photos like that
- added placeholder rick may statue for a statue I plan on having during beta stages
- fixed an issue where players could open doors on B when not owning the point
- fixed an issue where players could teleport to their spawns by rubbing against B
- added another frog
- Moved Tak room as part of the C redesign, he really likes watching TV....

If C plays well and I only need to make a few tweaks to the design, its time for Beta.

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This version is the last version I'm uploading before the deadline of the TFConnect mapping contest, I spent all night reworking parts of the map so hopefully its more fun than it used to be.

Remade route from A -> C hoping players aren't confused during any tests
more detailing/reworking of areas
better lighting in some areas
reworked A route in subway leading to a jump pad
moved frogs

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made several detailing changes as well as routing changes
3d skybox
added area portals
fixed an issue where players could build in A spawn
  • Condensed more confusing routes to having only one entrance and exit to prevent players from getting lost (all branching paths have been removed)
  • Moved B onto highground for better visibility and to prevent players from getting lost
  • Added more cover to A point with more visual clarity around the control point to tell players they are indeed at A point
  • Reworked A spawn to make room for the giant TFconnect Tree
  • Raised B spawn to the same height as B to prevent spawn camping and easier traversal to B
  • Remade areas at B and the route from A -> C To provide better landmarks and clarity as to where you are in the map
  • Added signs giving players a better Idea where A is.
    reworked flank in C to allow spies to access C spawn, allowing for more simpler pathing
  • Added a new route to B from C as a sewer route with water
  • Moved Elevator jump-pads from B to A, due to complaints of "too many spiral staircases" hoping this may provide players with more fun engagements
  • Added Detailing

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  • Removed logic that locks the most recent cap, I can't read lol
  • Removed a route that was too hidden to help simplify things between A and C
  • Reorganized signs to allow more readability and prevent confusion
  • Added signs asking for specific feedback on areas of the map that need to be improved
  • added clipping to some areas to prevent players from getting caught on areas
  • Reworked an entrance into B into a jump pad allowing for players to easilly get up to the 2nd floor of the control point
  • Moved Tree at A to prevent players from getting shot by sentry guns they cannot see
  • made decorative trees standable
  • moved frog
  • replaced old cutout models with improved ones made again by Goobert
  • moved train warning to the train timer, now starts 3 seconds before the train goes through the tunnel
  • moved stairs for easier access to highground at C
  • added props at C to break players fall
  • added sign warning of a steep drop at C
  • added railings to highground at c to prevent players from aimlessly jumping off
  • Added signs to A, B and C to help improve readability of which control point you are currently at
  • added more signs informing players where their spawn room is located to help avoid confusion
  • enlarged the window in front of B so players can see the control point
  • moved hedges nodraw brush further into the model to prevent nodraw from being visible

    This version I would like more feedback on the layout, what areas are confusing to navigate and which would liked to be reworked, if another cap is necessary I may add one if it is needed.