whats new?
  • detailing improvements
  • logic improvements
  • minor changes
thanks to all the playtesters!
  • Fixed an issue where the train would get stuck when attempting to push it out of RED's base
  • Upgraded the finale visually as an apology for any possible inconvenience caused by this
thanks to all the playtesters!
  • Added a finale sequence involving an explosion
  • Gave the interior of the train's container cars some loving flourishes
  • The 3D skybox has received some extra detail to support the purpose of the finale

  • Added soundscapes (them not being present in B1 was an honest oversight)

  • Fixed a potentially very harmful logic issue where if you got on and off the train fast enough with the australium, it would continue going with no australium on it
thanks to all the playtesters!
  • Fixed an issue where BLU players would sometimes spawn in the RED team's spawn room
  • Fixed an issue where the train could be "unblocked" if the flag carrier dropped and re-picked-up the flag, or stepped off the train and then back on
  • Fixed an oversight where the flag would not actually set its return time to 10 seconds after returning

  • Added a pipe to allow players to more easily and safely rotate between the two different high ground buildings at the end of the bomb train's path

  • Added some detail to the white brick building at mid because it was probably the most barren area of the map before
  • Drastically darkened the four vertical spotlights on the floor of each team's spawn room

  • Fixed some minor texture alignment issues
  • Added some light props to some rooms that previously lacked visible light sources
  • Extended the train's capzone so players don't have any place to stand on the train flatcar that's not part of the capzone so the likelihood of them throwing by not realising they're not capping is smaller
thanks to all the playtesters!
  • Full artpass from the hideous, twisted mind of @Tiftid
  • Despite it being a full artpass, there are likely to be some areas that are overdetailed, underdetailed or poorly detailed, so your feedback will be greatly appreciated!
  • Added a cool outline effect on the train which starts when someone picks up the intelligence and changes colour depending on which team is actively pushing the train
  • Attempted to fix the logic issue from a5 where the train would refuse to move even if you stepped on it with the intelligence
  • Fixed another logic issue where the flag's return time would be set to 45 or 30 seconds instead of staying at the 10 seconds it was intended to be - this was because using the ShowTimer input to item_teamflag actually sets its return time as well
  • Minor gameplay differences have been introduced as a result of the artpass - this means you'll have slightly more cover than you did before in some areas
  • minor changes
shoutouts to all the playtesters!

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whats new?
  • added shortcut spawn exit for both teams that unlocks when your team has pushed the train into enemy territory and locks when the enemy has pushed the train into your territory
  • added new stair room that allows players to reach the highground from a cubby on the lower part
  • major detailing improvements to the cap side of the map
  • i forgot most of the changes i made so uhhh
  • minor changes
whats new?
  • added ability for the enemy to block your team from pushing
  • the flag will now reset after laying dropped for a few seconds, then count down again
  • when the flag is available, a whistle will sound across the map
  • (hopefully) fixed players standing inside of each other stopping the train
  • increased the size of a healthpack on each teams last
  • added small ammo pack near the drop site
  • major detailing
  • minor changes
thanks to all the playtesters!
what was fixed?
  • added some lights in a new room
  • extended the skybox on the train side of the map
whats new?
  • added crane are at each teams last and refined the area overall
  • added cubemaps
  • clipping improvements
  • added cubby area with health and ammo next to train
  • minor changes
Whats new?
  • added gates that open and close when the train gets near
  • these gates also now block major sightlines across the train cap area
  • added a new hallway connecting the centre building to spawnyard
  • made flag return time shorter (now 7sec instead of 15 sec)
  • added a side hallway next to the track under the overpass to allow teams to bypass the gate
  • added medium health and ammo in said hallway
  • slightly increased platform size on far left route (red perspective)
  • flag now turns neutral before resetting! Thanks to @leezo for helping me with logic!
  • train alarm now plays in their respective base
  • added small lips under the windows next to the flag dropsite
  • fixed missing brush under door at dropsite
  • removed collision from all traintracks
  • you can now jump and shoot though the gap bewteen the train engine and container
  • you can now go inside the crate
  • the round timer works now
Thanks to all the playtesters!
Thanks to @14bit for hosting these contests!