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PL_Dam A19

Just a small amount of changes to last to see if it makes it less stalematey.


Point D changes

Redid the flank for D to be more aggressive for Blu to see how it ends up playing.
Last Playtest did not go well due to me messing up my spawn timers lets hope the fixes I did to it make for a better one.

Overall changes

Clipped OOB areas

Fixed Massive respawn for red.

changed slopes to stairs


Point B Changes

Added more heath and ammo.

Got rid of the stair case in the rock area to help players stay connected.

Moved 2nd Blu Spawn to the roof area.

Point C changes

Made a stair case for red to access the top flank to help make the interaction less 1 sided.

moved Blu 3rd spawn onto the highground to help reduce spawn camping.
Not many changes as I am for the most part happy with most of the map design wise (may make some slight changes to last soon but that will be it)

Overall Changes

Smoothed out displacements to help make them easier to walk on.

Have changed spawn times , after point B has been capped to help see if that changes how Point C is played.
Doing very small changes to see if they have a change on the gameplay on some points im not so happy with.


Point A

been changed slightly to make the art pass easier to do later.

Added cover near the end of point A to help Red hold more alongside a little hut. May remove if too oppressive or not fun.

Point C

Changed Blu 2nd spawn up ahead to see if it changes the pacing of the map , may change if too drastic in BLUs favour.

Height in the last point of C has been made lower due to thinking that it was a bit too high.

Added more cover.

Added bridge back to the centre of the last point.


Point D

Made the track slightly longer so the cart actually falls down the hole.



Overall changes

Made cart more accurate to the track.

Points are now named

minor visual changes.
Most changes have happened to point 2 to try helping red keep hold of it more.

added a roof to the shed area to help keep engi nests stay alive stronger.

and added more cover to help make snipers less oppressive.
It's been awhile since I've posted an update , I've mainly been cleaning up my brush work on some sections and also starting to begining concepting visuals for areas of the map some areas right now are more detailed than others.

Main Changes

Overall Dev textures for the most part have been changed to actual TF2 textures

Point B changes

Death Pit has been made narrower

Point C changes

Cave Area is now made with displacements due to this some changes have been made mainly that the bridge now covers from sniper sigh lines.

Right flank has been given more detail and has been made slightly bigger.

Point D changes

slight extension to the play space due to detail

Death pit has been added to the end of the track , this was meant to be added ages ago but I was focusing more on the maps layout and design changes.

I'm planning on not making many more design changes but I we see how the map plays again as a refresher just in case major changes need to be made.
Bug fixes : reenabled triggers on map for things such as Cart ammo and such as I left some off during the last test.

Map changes Overall

Cleaned up brush work and added displacements to help make things less blocky.

Made Map Colours more consistent (Grey for walls , White for floors)

Point C changes

made the outdoor area slightly smaller.

Redid cave entrances and the cave area.

Made 2nd entrance to the outside by first red spawn less turn heavy now you only need to turn 2 times to get to the next area.

Changed Spawn Location to the face where players must go to help avoid players going the wrong way after C is capped.
The main change to the map is the transition to B last point to help try making it easier to push the cart for BLU to stop them from getting stuck at the transition to A - B.
Smalls changes but hopefully they will help with the map balance

Point B

made the beginning of the Point B bigger by the bridge this is to help destroy sentries on the choke alongside make it less cramped.

Got rid of the very back flank on B to help make the flank less aggressive.

Point C

Made the top area from red side accessible for less mobile class's this is to help make red get a stronger hold of the inside of C.

Point D

Got rid of the Fall down trigger on the entrance of the final point.

Changed Flank for Blu to help make the flank less oppressive and make the defence more focused for Red.

Made the Windows of the back flank for Red one way.
Only Major change to this version of the map is that their is now a new forward spawn for red when B is captured , this should hopefully make steam rolls for blu harder.