piston

piston a12d

-adjusted some flanks
-adjusted timers and point positions slightly
-Rebuilt Blue's initial spawn from scratch
-Instead of reusing Red's initial spawn upon capping B for Blue players, there's now a new forward spawn for them.
-Redid the Track for B once again, this time taking into account the original B's size.
-Made Adjustments to D, the final point, to give defenders more cover and the ability to properly defend.

This might be the last update for a while, thank you for sticking through with me on this.
-Modified the position of a resupply cabinet
-Added a missing resupply cabinet
After many a request I finally pulled the tooth out on this one and decided to cut out a section of the main payload track to then rebuild from scratch, leading to many a changes within the map overall, too tired to necessarily put together a formal list of notes in this "patch" but here are some screenshots showing the "new" areas.

20210214165435_1.jpg 20210214165442_1.jpg 20210214165454_1.jpg
changed A and B slightly
tweaked timers
tweaked the final point
tweaked some buildings
tweaked init blue spawn
blue gets a new forward spawn upon capturing b

probably plays worse but oh well
-Changed A and B to remove unneeded high ground and to subsequently give players more space to move around in.
-Slightly changed parts of the track
-Added another door that opens after the capture of a certain point
-Both doors open after the capture of the 2nd point now (originally they opened after the first point was captured
-Minor geometry changes to prevent unfair sightlines and allow engineers spaces to do their jobs
-Tweaked displacements to be less obtrusive, but might still be really janky, please bear with me on this...
-Increased the starting timelimit and the maximum timelimit
-Blue team now gets a forward spawn on the capture of the third point to prevent frustration with spawncamping provided by an adept red team.
-Slightly tweaked respawn wave timers at certain intervals
It's been a long time, anyway; patch notes:

-Major terrain adjustments to make the map easier to traverse
-Multiple layout changes, some experimental, and some derived from earlier feedback regarding sightlines
-Thinned the hole that the bomb goes into at the last point
-Opened up the non-playable areas to give the illusion that the map is not a bunch of boring boxed in areas.

Bonus notes: There are some tactics in this map that I had devised that would not normally be known about during a normal TF2Maps playtest, so here are some images displaying how to do them. I am only bringing these up now to see how overpowered they are if used by players that are in the know of these secret platforming style routes.

protipA.png
protipB.png
-Plenty of layout changes, too many to really describe in detail
-reverted some changes made at the final point
-drastically changed the starting area in a
-minor layout changes in b
-changed the track at b as well
-modified amount of time each point adds
-Made changes to Spawns for both teams to prevent spawn camping
-Slightly modified last in an attempt to make it easier to defend
-Edited the time added for capturing certain points