I started this map years ago, back when my knowledge of mapping wasn't as good, and it shows. Since I've been focusing on Downstream instead of this map, and pretty much every playtest on this map has been a disaster, I'm going to stop working on it for now. I may return to it in a few months, but I honestly doubt it, since the map would probably require a full rework to be functional. I still appreciate this as a great learning experience, and hope to use everything I've learned from this map in my future projects.

Goodbye for now, Sandstone.​
I fixed a misplaced respawnroom trigger for RED's first spawn room. That's all. Good job me.
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This update has been a long time coming, I just haven't been focusing on TF2 mapping for a while. Although the map was originally created with medieval mode in mind, after seeing some of the feedback last September I thought it would be fun to see if it would actually be better as a non-medieval map or not.

I've also been working on theming, trying to vary the architecture a bit more and adding more out-of-bounds areas to make the map feel more alive. Oh, and the deathpit next to A should resemble a deathpit a little more now.

Have fun!

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PD: Showed this to a friend and she said it looks like a Counter-Strike map which, as a mainly CS:GO mapper, isn't surprising at all. lol​
Forgot to repack lol.
After 3 years, I have finally recovered this old map and decided to work on it to try to at least bring it to a decently finished state.

I feel like I've improved a lot since I started this map, but I still really like the deserty/medieval theme, which is why I'm really excited to be able to work on this again! Hopefully the map plays well enough as it is because I doubt it would be easy to make drastic layout changes at this stage, especially to the first couple cap points, which is definitely far from ideal and 100% my fault, but let's see what happens.