sd_nowhere

sd_nowhere _a10d

-Added a third spawn exit that branches off from the rocket courtyard to go into the building connecting the two sides of the map

-Adjusted the open side of the map so that you're safe from enemy snipers unless you go up to the top of the hill or go onto your battlements

-Relocated and upgraded some of the health and ammo leading up to mid
-Removed the small health and ammo directly before the rocket room

-Fixed an issue where the round timer would not unpause if the australium was taken into the death pit

-Fixed an overlay in BLU spawn being invisible

-Fixed some brush faces being completely black
-The hill at mid has been totally flattened, allowing snipers to see the control point from their battlements

-The sniper side of mid now has some cover

-We do a little detailing

-It's now harder to hold the enemy team's spawn from the courtyard just outside the rocket room

-Adjusted spectator cameras

-Added a shadow_control so dynamic shadows can now be cast by gameplay-related objects (players, buildings, health kits, ammo packs, etc...)
-the bridge is gone again

-it has been replaced with a shack that connects to the top of mid and contains the australium

-mid also got its hills back I guess
-The australium now takes 60 seconds to enable after the round starts, as it should

-RED and BLU now have an equal number of spectator cameras
-The bridge of death is back

-Generally the cliff side of mid has been adjusted to be more open and less like a "McDonalds playplace"

-Added a missing anti-flag barrier

-Removed the experimental third spawn exit

-May I interest you in going to the bottom left corner of your TF2maps webpage and changing your theme to "Default Style" because it changes the default font to the one with the cool 20th century 2 and generally makes the website look way more 2009-y
-Rebuilt mid and the australium area to hopefully be more interesting and accommodating for all classes
-This included getting rid of the bridge. RIP :(
-This also included moving the capture area up to the platform that connected mid and the rocket room, so mid and the rocket room should now be equally able to contest the capture

-Added a new spawn exit which goes directly to the connector between your team's routes (and requires a propjump)

-Added more health and ammo before the rocket area in hopes of compensating for my brutal (and semi-unintentional) removal of literally every good sentry spot in or near the rocket room (well, it's not a "room" anymore)

-Added a small atrium area outside the spawn exit that went to the rocket room, to reduce the number of angles respawning players have to worry about

-A game_text now notifies you if you're carrying the australium; this should hopefully reduce the number of scenarios where players accidentally grief their team by forgetting they were carrying the objective

-I think I removed literally every areaportal so your framerate should be worse now
-The skybox coverage of rooftops is also generally less rigorous now (but they're still almost all clipped off)
-Extended the lumps at mid closer to the wood wall to prevent one of the less interesting sightlines and prevent players from sneaking onto the bridge without being contested by the close-range side of mid

-Added a small structure at the rocket room's exit to mid to block a problematic sightline between the rocket room doorways and the top of the lumps.
I may regret doing this, since it might separate the two sides of the map so much that one team just perpetually holds the australium at mid, unable to push into the rocket room.

-Added a grate in the rocket room to block a nasty sniper angle (abp refused to show me this sightline and I think it's cause he's still salty I didn't tell him my phone number during the development of Roofrack)

-Added more ground and a railing outside spawn to prevent cheap airblast kills

-Added a fence outside spawn to reduce the number of cheap sniper angles that let you shoot the feet of people trying to use the bridge

-Reduced the opacity of the anti-flag barriers by 75%

-Raised the death pit trigger so it properly credits airblast kills again
-The australium now takes 60 seconds to be enabled after the round starts and after it's captured, up from 40. This should help teams have a chance to contest the enemy team's foothold over mid after the enemy team captures.

-Reverted a change from A8 where the control point would lock for 80 seconds instead of 40 when the australium was picked up by the team who had previously held it (unless that team had captured the point the first time they picked the australium up)

-The anti-flag doorways now push the australium carrier back a little bit before forcing them to drop the flag, in order to prevent awkward scenarios where several team members would repeatedly be touching the flag and immediately being forced to drop it again.

To be honest, I wasn't happy being forced to do this, since one of the big appeals of the anti-flag doorways to me is that a player can still choose to retreat to safety if they're willing to sacrifice control over the objective, but being bounced back into your enemies doesn't exactly scream "safety" to me.
I could reset the australium instead, but I like that idea even less.

-Added some more ground in the area leading up to the two-floored building, since it was a little too easy to get airblasted to your death there

-Minor detailing changes in the rocket room

-Smoothed the displacements at mid slightly
-Made mid less flat with the power of displacements

-Increased the control point's captime from 4 to 8 seconds, since I felt like captures often didn't meet enough resistance, and the new rocket room layout will make it even easier to protect your teammates as they cap

-The australium now locks the point for 80 seconds instead of 40 if the team who previously owned it picks it up after it resets - this is to prevent scenarios where the enemy team was carrying the australium, and you'd kill them and get the australium to reset, but then they'd pick it up, win the following fight and capture. It wasn't fun, because if you personally happened to be dead for most of that fight, you might get capped on without a chance to have prevented it.

-Moved the spawns for the rocket area slightly closer to said rocket area, since I felt like the new spawn design would make players almost ubiquitously use the cliff side, when I want them to sometimes use the cliff side and sometimes go to the rocket area.

-Positioned the spectator cameras more artfully

-Added soundscapes

Beta ready????
Direct route to mid from spawn coming soon??
Honestly, I have no idea what this map's future is gonna be.
-Finally gave in to peer pressure and widened the rocket room slightly; I was only convinced to do this because I finally realised that one explosive could deny both doorways at the same time. Another incentive to do it was that having the rocket be away from the wall should add a lot of strategy, where you predict which direction around it the enemy soldier's gonna fire. This still leaves Pyro and Heavy at a disadvantage against the soldier, but it should be slightly more fun for both players now.

-Anti-flag barriers now prevent you from taking the australium back into your base and camping, or griefing your team by pointlessly taking the australium into the enemy base and dying

-Knocked down a wall in spawn to shorten rotate times between the exits and make it easier to go to the exit you want upon spawning

-Did some rudimentary detailing in the rocket room. I was affected with a wave of nostalgia while making it, so I think it turned out very 2009-y, but you might not feel that way.

-Upgraded the HUD to include the control point

-Moved Itchigo and Laycie from their precarious perch to a safer position right next to the rocket which is in the middle of a battlefield of RED and BLU desperately trying to launch said rocket

-Replaced the horrible z-fighting forest platforms in the sniper building with floorboards that actually match their surroundings somewhat