Sabotage

Sabotage a17

Sabotage A11 Changelog:

Stage 1 has been implemented​
  • Stage one is the first two points from Single Stage Sabotage, with time and feedback I will change the areas through feedback​
  • Bridge at Stage 1 at A point has been opened up on both sides allowing both teams to use the high ground to attack​
  • Flank at stage 1 has been changed to a regular flank from a dropdown​
  • added cubby for Spies and sneaky teleporters​
  • moved cap point from the elevator at B off the elevator to help elevate logic issues​
  • removed staircase outside B to allow for defenders to have more of a defensive hold​

Stage 2 changes:​
  • Reverted closing door at B to help alleviate spawn camping from blu
  • added an alarm to notify when door is closing.
  • moved closing door at A to in front of the high ground flank to assist in players to evacuate safely, area gets closed off after wall is drilled at B to keep from spawn camping red.
  • added one way to assist in corralling blu to attacking A and not go off spawn camping
  • move entrances and exits
  • added catwalk at A to allow for more dynamic sentry spots

Every version from this point forward will include one Frogge named "Kermit"
BE THE FIRST TO FIND THE FROGGE during a playtest PER VERSION to get your loadout of choice hidden in the map!

Must be flagged using !fb during a tf2maps Playtest!

(limited to 1 loadout per player)

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no changes besides fixing lowercase in file name
  • Added barriers to some overpowered sightlines
  • added some more signage to point out un noticed areas
  • Moved closing door at Red A side spawn, and added a one-way enterance into the area to allow blue to have a flank to finale and to help cut back on sightlines/spawncamping
  • Fixed an issue where the cart would roll forward all the way to cap
Guess who stayed up till almost 7am and forgot all his clipping...

This guy B)
An update to Sabotage Stage 2 is released!

  • Raised Ground level at Last and lessened steepness on displacements
  • added more dirt piles to help reduce fall damage at last
  • added more signs around the map to point players in the right directions
  • added more lights to A
  • slight detailing around the map
  • adjusted the platform out of A side of Red's spawn, adding a barrier to try and kill sniper sightlines
  • added stairs and removed dropdown at B side of Red's spawn to allow for easier access to the main stairwell building and the bridge.
  • adjusted/added health and ammo
  • attempted to fix Z-fighting with drill wall and door

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Compilepal crashed during the packing process, reuploaded with all its assets
After not updating the map for a good while I've decided to post something.

Sabotage Version A9

In order to help with pacing and themes within the map, I have decided to make Sabotage a Multistage Payload map. As of right now, A9 contains Stage 2 of the map, with Stages 1 and 3 being added later.

If you have any suggestions, thoughts, or feedback for the map please let me know!

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Messed with logic for the elevator, moved around health and ammo, as well as allowing changing the logic of the doors going into B.
A8 is out and is not OSHA approved!

Patchnotes:

  • Rearranged Blu spawn to prevent a team wipe from Crit rocket
  • Fixed a ledge at A flank
  • Moved the first drill location nearer to B than A
  • Added a new staircaise and Balcony leading to B from A
  • Changed out a doorway at A for a window to kill a sightline
  • added a new stairwell to allow Blu to flank at B
  • Added a new door entryway at B to allow Blu easier access to Spiral
  • Removed numerous sightlines at A and B
  • Widened the catwalk corridor at B
  • Clipped off the rock near the bottomless pit near the Finale
  • Added a forced respawn after B is capped
  • Reverted Finale to A6's finale while working on new layouts for finale

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Sabotage is back everyone!
After a devastating computer malfunction with my previous computer's motherboard killing itself and leaving me without a proper PC or the files to Sabotage since October, I've finally decompiled, redownloaded, and extracted all of my previous assets in order to get this new version out the gate as a side project to my Voice Acting stuff.

Patch notes include:

  • Retooling and simplifying the layout for B, removing 1 way doors, opening up areas, and remaking rooms for a better fitting defense that does not lock out players from defending.
  • Reworking the transition from B -> C, such as adding highground where blu didn't have before and adding steeper terrain
  • Removed/changed placement and sizes of Health and Ammo near C
  • Added a new exit to Blu's 2nd forward spawn
  • Reworked the previous location of Blu's 2nd forward spawn to give Red and blu a better flank to assist with manuvering highground
  • Removed the train at C (sad choo choo noises)
  • Changed the color of the Crystals around the finale from Green to Orange to better suit the Red team
  • Remade the mineshaft tunnel near red spawn to act as a flank from lowground to highground to better allow blu to attack sentry nests.
  • remade the finale cap to not only be more fitting for a rollback zone, but also more visually interesting with a proper finale drill tower.
Expect more updates to come soon!​

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