• some ramps have been replaced with stairs
  • (relatively) heavy artpass
  • improved texture work (less dev textures)
  • after a team captures the airstrike point, the main point changes to that team instead of resetting
  • timer starts automatically after the airstrike period has ended
  • changed vents layout so that the one way door doesn't clip through it
  • moved the health pack to the vents
  • added more patches
  • some artpassing (done by dabmasterars)
  • fixed missing wall
  • added prop fade to more objects
  • vents are now closed by default (they open after point capture and stay opened till the end of the round)
  • deleted blocked vent path since it can be confusing for new players
  • added red lights that flicker when the airstrike activates
  • airstrike point unlock countdown (5,4,3,2,1) now shows on the hud
  • added a window to see the underground point (areaportal window included)
  • removed a passage on the third floor (sightline moment)
  • added ladders on wheels that make area traversal easier
  • pickups now have actual patches (to indicate where they spawn)
  • reduced third floor health pack size from medium to small to make spawncamping less annoying
  • made the first and the second floors equal (that required more work that you'd think)
  • you can no longer be killed when in a container during the airstrike
  • containers now have doors
  • prop lighting is now enabled
  • added additional detail
  • optimized areaportals
  • optimized nodraw
  • various little optimizations
  • added some props near the main point
  • decreased the size of the balconies
  • added catwalks to the underground area
  • added an enclosed area to both bases
  • added decorations
  • added unique ui icons for the main and secondary point
  • blu spawn is prettier now
  • airstrike point can only be captured by the losing team
  • capturing the airstrike point reduces your team's time by 30 sec
  • added patches to indicate health and ammo kits
  • added areaportals
  • help text has fewer words now
  • made the air tubes slimmer
  • added an alternate route to the airstrike point
  • applied nodraw to a bunch of out of bounds surfaces
  • underground canals now have a sloped floor
  • added func_nobuild underwater
  • added an alternate route to the 3rd floor
  • added a new room that is located near the new route
this update was released a while ago, but i coundn't upload it due to tf2maps servers going down.
the airstrike mechanic, although fun and interesting in theory, has a poor execution in this map. i will attempt to fix these issues and make the map more bearable
  • reduced timer to 3 min
  • increased airstrike point cooldown after capture from 50 to 80 sec (60 sec after doors open)
  • increased airstrike point capture time from 8 to 16 sec
  • added func_nobuild to conveyour and the elevation near the airstrike point
  • added player clip brushes to the computers on the airstrike point
  • it is now possible to win on this map (previously the map was broken because koth logic wasn't designed with multiple points in mind)
  • added a monitor with a webcam to blu spawn to make it more interesting
the playtest only included versus saxton hale maps, so i got some time to polish my map even more before people play it. (my map is third in queue)
  • decorated spawns with more props
  • applied more textures
  • red base has a slightly different entrance from spawn
  • some props now have distance fade
  • blu spawn has more detail inline with red
  • adjusted brushes to be identical on both red and blu bases
  • redesigned the vent flank to airstrike point
  • added a sewer area (civvie 11 would be proud)
this is a small update to make some changes before the playtesting (as of 18:50 my map is on 8th place in queue)
  • decorated spawns with props
  • applied basic textures to differenciate red and blu buildings
  • fixed shadows being casted from the wrong direction
  • fixed invisible water (apparently it introduced a new bug where the water would create a visual hole into the void, i've been trying to fix it for 2 hours to no affair, so i'm just gonna leave it in.)
a small update to add some flaks and fix a glaring issue with being able to go into enemy spawn
  • added vent systems, each system has 4 exits (1 red base, 1 blu base, 1 near the main point, 1 near the airstrike point)
  • added a door to an upper spawn exit on both sides (before you could just go in as any team)
  • added some details to the underground area
  • added a second spectator camera
  • added a conveyor belt texture (by MegapiemanPHD)