Red River

Red River x13

A
-no changes

B
-simplified pathing on roof
-added ramp from main to roof for more blu access
-added support pillar in middle of blu's holding area on main
-removed drop down connector from inside building to main
-removed far left (as red leaving main spawn exit) passage between B and C

C
-no changes

D
-clipped hole on blu's one way door building roof that lead to OOB area
-fixed not being able to walk around a support pillar near reactor
-added missing lights to red final spawn
-added lighting to high up roof sniper spot so sniper isnt hidden by darkness (might remove the spot entirely but not sure yet as its kind of neat)
-fixed under elevator kill trigger sticking out too far and killing players that miss the jump to the platform
-filled in a gap between main cart path and reactor so you cant fall off back peddling in the area

Pics of new B roof stuff in next post
redesign with a different approach. this layout is about 25% the size of upward with more traditional tf2 chokes, all rooftops accessible, and fewer but larger buildings

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