Tampa

Tampa A5

Wins the race. I didnt get to everyone's suggestion on changes since I have done major work on parts of the map already. Most of it focused on Mid. Signage was added, new pathways, and the map is still shrinking.
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So as I stated before the name of the map is now Tampa. Doubt I'll keep it all the way through since...yea Tampa is a really place and this looks nothing like it...anyways I changed it because the map no longer reflected the name and that can be seen from the photos here. (yea I forgot to disable my hud. It was 1:00am when I took these)
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In place of the trains going over the point, the new thing about this map is that similar to degroot keep the enemy team can not easily access the last area without capturing mid and second.
Windows managed to turn into triggers. Made them func_details.
  • Added Cubemaps
  • Added Map Shadow Control
  • Added Spawn room visualizer to forward spawns
  • Optimization in the way of No Draw on unseen textures
Just bug fixes.
Major Updates:
  • Switched freight trains out for subway trains
  • Mid has a platform over it. You can cap on top of the platform.
  • Ramps by path that goes under the wall to mid split in half and platforms added to the half closest to the point.
  • Back wall of top area extended to "close off mid". Doesn't actually close off mid.
  • Boxes moved under roof and non-climbable.
  • Forward spawns added. Teams spawn in forward spawn after capping mid. Spawn is outside the walls around mid.
  • Large building with a path over tracks to mid placed next to second.
  • Area opposite of the forward spawn raised.
  • Small dead-end buildings containing health added.
  • Removed previous health and ammo packs in areas containing the buildings mentioned above.
  • Gate added by forward spawn.
  • Protection was added around last point.
  • Large building and sets of trains added.
  • Lighting improvements.
  • Train signals that alert you of an on coming train added.
Minor Updates:
  • Fixed minor bugs.
  • Fixed textures.
  • Fixed freaking everything!
Well I worked at it for a while and here it is! It looks nothing like it did before! Well a good portion at least.
Recent Changes:
Paths to mid are completely redesigned.
Less Tunnels on the tracks. In exchange the train goes twice as fast now.
Snipers have been nerfed to hell and back but they only visited the 1st level. (Thats the hottest level)
A flank path that skips by 2nd and goes straight to mid was added. It ends up in the halls above the point.
New entrance to mid is along the tracks. This increases train deaths but also limits snipers.
The entrance mentioned above has a large door that opens only to the train and can kill you (5 hp per frame) if in the way while closing.
Two out of the way paths between mid and second where added.
Both paths are hidden. One goes under the wall around mid. The other goes through the wall off to the side.
Hurt Trigger for the train changed to be the same size as the train. No more dying on the opposite end of the train from far away.
Last has lost weight and is much skinnier then it was before.
New pathways for heading out of spawn prevents you from taking fall damage (idiot).
In light of recent updates, a few health packs have been removed. Most of them where small health packs.
Doors to mid are your main source for telling if a train is coming. They open when a train appears on second and closes when gone.
Random stretched textures have been fixed.
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