pl_tower a7

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pl_tower a7

It's been a month. During that time, I "worked" on a new layout. It's now done.

A7 is here! I fixed the spawns!

Note that since A4, I redesigned the original pl_tower, so A4 is essentially an A1.

In A4, I tried to fix the problems the previous map had which included being too cramped, having awful Sniper sightlines and being generally not very TF2-like.

For A5, I doubled the intensity of the map's lights, changed A to have a high-ground area that leads to BLU's first spawn, changed C to be easier to attack and took 1920x1080 screenshots (which are still up oops)

I'll probably have run out of steam by A6, so expect that to be the final version.

Update: I was wrong.
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Latest updates

  1. A7 is here! I finally fixed the spawns!

    pl_tower has a bit of a problem. Or, it did. Since A4, the spawns have been utterly stupid, making any changes I make to B or C essentially useless since the spawns just make it so unfun. For A7, I went and changed the spawns a whole bunch to try...
  2. A6 - An update that's coming out

    Probably won't actually be the final update - it depends on when I get enough ideas to make a decent CP map. Screenshots later. Changelog: -Redesigned A, adding a building separating A and BLU's first spawn - this extends the length of the cart...
  3. Alpha 5 - just about at my limit

    I really need to go to Layout Academy. After A6 (probably), I'll throw off the payload shackles and make a 2 stage CP map. I'll try to make it nice and big and inspired by official maps and stuff. I'm sure it'll be lovely. But for now, we have...