Red River

Red River x9

Totally redesigned B which should help even out the overall balance and flow of the map

A
-added sentry platform just behind chimney
-fixed being able to build on the edges of blu spawn
-fixed a steep ramp red side

B
-new design

C
-nothing

D
-fixed one way door catching players

pics

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Revamped and expanded the center main building at D and gave red some more defense options at A and B.


A
-removed front two doors on blu spawn
-added shacks to back area for some red cover


B
-refined rooftop space a bit
-fenced off rooftop of the suspended rooftop shack
-added smaller bridge directly over main for better red sentry spots (this might be a massive blu buff lol)
-fixed red being able to build in spawn
-removed doorway from suspended rooftop shack
-added one way windows to red spawn roof

C
-nothing

D
-revamped center main building chunk
-waterpit is now a deathpit
-increased height of final elevator
-added a route option and some cover to red side near spawn
-added a second story to the shack route blu side
-added a tight red side pipe path against reactor
-widened main blu stairs

pics

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I havent given up! This version is going to feel like a completely new map with revamps to every area. Overall better scale and should feel safer for medic on either team.

A
-reduced overall walkable area by about 20%
-removed lower cliff route
-simplified all the routing in and on the main building
-removed two blu side entrances to main interior red building so its less swiss-cheese-y
-removed lower blu spawn exit. all blu players empty into main now
-reworked main interior path to red sentry spot area to be more simple and involve less weird peaking and surprise attacks
-increased red access to rooftops by a lot
-added rock corner
-simplified and raised area immediately outside blu spawn so red can hold temporarily right outside spawn as round starts

B
-reduced overall walkable space by about 30%
-reduced size of warehouse
-cut down payload track length by about a minute via keeping it at main and not routing into the warehouse
-added large central bridge with blu and red access
-reworked some wall placement for reds entrances into the area so its fewer awkward angles
-added clipped rock coverings to both red and blu side entrances into the area so really mobile flying classes cant get a total drop on people in the area

C
-reduced overall walkable area by 50% (smaller but also removed all underground routes)
-removed underground route
-cut cart path by about a minute and rerouted it to main (since no more underground lol)
-built up blu holding area a lot so blu can hold onto beginning of C better
-put building chunk on red spawn to stop players from getting stuck in the door
-simplified B to C connectors
-made far side of blu entrance into C a drop down to contain red a little more
-increased red access to rooftop of main red building
-refined red main interior space
-added shack to main to give cover to and from red main rooftop and provide more blu access
-added fence and clipped rock covering to above red main building's bridge to contain rooftop gameplay a bit more
-added red side one way door on lower entrance to red main building
-built up blu flank route and gave red some stair access
-smoothed and refined cliff side route

D
-added two red side one way doors. one in main red staircase and one in highest red building to contain blu a little bit more
-added shack to blu's entrance into D so blu has a bit of a safe spot before entering D
-blu side shack is has walkable space under, inside, and on top to give blu a bit of a boost entering into the area
-refined red side pathing to give red more cover and increase access to the elevator
-increased height of dary grey cylinder tanks near elevator so sniper cant mount them and stand on the fence
-removed one red side entrance into main cart path building

pics

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New connectors

A
-removed far left route around main building to point from blu spawn
-raised entire main area near the checkpoint
-flattened and raised lower outer route
-reduced size of main building over checkpoint

B
-redesigned connector from A
-blocked main connector area so blu has a better holding area
-removed cliff route behind control point
-removed red cliff side courtyard area
-opened main interior space to blu side outside courtyard
-removed red cliff side entrance to main
-removed sniper platform near red spawn

C
-connected red main building rooftop areas with stairs
-cleaned up red main building interior
-improved sentry spot directly over checkpoint
-redesigned and simplified area leading to D choke

D
-redesigned and condensed all entrances into D into a single hallway
-reduced size of D by about 40%
-removed basement area
-added flank off main into lower area
-added water to lower main reactor area
-added a vat and some pipes for some red cover

Pics of new stuff

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Redesigned and simplified B

B
-reduced overall amount of playable area
-flattened and raised routes behind B building
-removed lower route under B building
-removed shack above main
-added two large stone pillars to main
-improved access to roof for both teams
-simplified main roof and interior space
-widened blu's main route
-added sentry hole into ride side wall of main and inside corner of B building
-added smokestack

C
-removed basement section under red building
-flattened lower part of C and raised it up
-connected lower part to main
-removed red side access to blu rooftops
-added smokestack

Pics

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Same as x3 except B rooftop changes are less ugly lol

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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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