The problems are still not fixed (I tried, believe me), but I still want to collect feedback from this map. I decided to host a US only playtest to see if the map still has potential. The US only restriction is in place because most of my maps are played exclusively on EU. This time, I'm presenting this map to a different audience, most of whom probably never played it.
Because of several factors beyond my control (vbsp breaks the 3d skybox after an update), this map will not receive updates until I fix the problems. This is not a big deal for me, since the map is considered ready for general play. I will still reply to any comments on the workshop page, as well as on the map thread. Playtests may also happen occasionally.
  • decreased the amount of time doors would stay closed
  • made decoration props more consistent with the environment
  • fixed grinders appearing in the skybox
the final iteration of the map before it gets uploaded to steam
  • visible airstrike - you can see the bombs
  • added more deco props
  • made building geometry slightly more complex
  • reworked some textures
  • neutral buildings near mid are now distinct
  • replaced some small/insignificant brushes with overlays
  • red buildings now have more budget (metal doors)
  • red and blu bases now have wooden/metal support
  • lamps in red's base now emit dust beams
  • extended skybox
  • optimized draw distance
  • optimized lightmaps
  • optimized prop lighting
  • optimized distance fade
  • optimized brushwork
  • added a section underground that connects to the grinder pit (as if the map isn't bug enough)
  • reworked warehouses
  • blu warehouse is now metal
  • adjusted mezzanine levels
  • adjusted/added pickups
  • improved texture work
  • improved 3d skybox
  • more optimizations
  • added areaportals to the red spawn area
  • additional artpass
  • soundscapes are slightly more accurate
  • reworked some brushes
  • fixed toolsblockbullets alignment on barrels
  • optimized file size
  • reworked some areaportals
  • added an areaportal near the basement door
  • added more hint-skip optimizations (i am beginning to understand these)
  • added more health kits
  • lowered fences near grinders so that airblasting is easier
  • added occluders
  • fixed health and ammo pack placement
  • fixed 3d skybox leaking into places it shouldn't be rendered in
  • slight detalization
  • optimized file size by a little bit
  • made the windows to the airstrike point bigger
  • added more signs cuz tf2 players are retarded
  • greately simplified the layout of the vents
  • fixed layout differences between red and blu sides
  • lightmap optimization
  • added some hint-skip brushes
  • improved the spawn rooms
  • artpassed a lot
  • pretty much finished the spawn area background stuff
  • added 3d skybox
  • replaced custom can models with valve ones
  • blu base now has a 4th floor (inaccessible, world-building only)
  • removed an areaportal that was doing practically nothing
  • the vent block doors now have no entry signs
  • you cannot go under ramps near middle anymore
  • adjusted light color inside blu base
  • replaced some areportals with areportalwindow
  • replaced some playerclips with blockbullets2
map layout is finalized. artpassing in progress. next version will probably be beta
  • added lamps (the lighting makes sense now)
  • made the lighting more consistent
  • blocked a sightline with barrels
  • optimized file size by disabling vertex lighting on some props (8.2 mb => 7.8 mb)
  • red spawn is significantly more detailed
  • extended the skybox near middle
  • added more sounds (ambient_generic)
  • sticky bombs do no do damage through grates anymore
  • fixed a wall in the red spawn