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PL_Dam 2025-02-11

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.