Fixed everything outlined in Da Spud Lord's recent post (see below)

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It would be nice to be able to smoothly walk up these stairs rather than having to jump.

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Also, if you're up against the wall while trying to jump up, you bump your head on this sign and can't jump up. I recommend shifting it back or making it nonsolid.

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These tanks keep playing their destruction animation on loop for some reason.

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If you go into this hallway/shed...

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...You get stuck trying to walk down this staircase. You have to crouch to go down it because you bump your head on the ceiling. Raise the roof, bro!

Additionally, most stairs in your map appear to have a slope of 1:1, which is really steep and weird, and as such shouldn't be used too often. Most maps use 2:3, but whatever fits your fancy works.

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Weird lighting under the tracks, I recommend disabling shadows.

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You've got z-fighting when this door opens.

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Don't use the skybox as a wall, as rockets don't explode on them.

Anyway, if you really want plenty of feedback, submit your map to an IMP to get feedback from players.
The last version was an older version. The last update added a new door to blu's second spawn, but there was no way to access it. This update has stairs to reach this new door.
A17
  • touched up some brushwork
  • made certain boundaries clear-er
  • added a few minor details
Please give me feedback or the next update will come as quickly as this one did (and I will lose interest).
  • made the fire (cp2) dissipate faster
  • added a one way window in the Blu 1st spawn
  • added lighting to the (underground) tunnel from 3rd -> the final flank.
  • added cover for attackers by the 3rd point
  • did a little bit of clipping
  • slightly redesigned the 2nd bunker
In my limited testing, I discovered that it was hard for Red to defend the payload outside the Blu spawn. This update aims to make it so that Red has cover options on the left or right of Blu spawn. It is far enough back that it doesn't make spawn camping easier, but it's also makes defending forward a more viable strategy.

Next (proposed) Update:
  • move the cart forward a bit from where it spawns
  • more redesigns to the 3rd and final point
  • another redesign to the 2nd point bunker
  • ground height deviation in areas were gameplay feels stale (ie: 3rd point -> final)
  • removed the AA battery on final
  • added high ground to the left of final
  • added a few more gameplay signs
  • added a rocket
  • added an underground tunnel by the third point
there was a problem with the 2nd Blu spawn. I discovered a brush that had been used for measurement had not been deleted. This should fix. (Oh and the custom sounds aren't working still, but I have put that on hold for now).
a13 changes: redesigned the bunker past the first point (I have multiple new designs, give me feedback on this one). Redesigned the third point area and added high ground by the final point.

Help Wanted: If anyone knows how to add custom sounds to an ambient generic, or is good with sound in general, then I would like to extend an offer to join me in developing this map. If you are interested, send me a message on steam at Minimus Ambus. Thanks for reading. (New screenshots soon)
  • did some stuff

If you play the map, PLEASE, give me feedback.
-added a building by the 3rd point
-began to add in gameplay props to help make it feel more like a TF2 map
-fixed both of the bunker walls exploding at the same time (the bunker after 1st)
-began to prepare for future texturing
-made some prop changes