Red River

Red River x6

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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