Triple Trouble

Multi Stage Triple Trouble A17

  • Narrowed A-1 a bit
  • Modified A-2 to close off an open route, giving RED team fewer angles to defend from
  • Partially rebuilt A-2 capture zone building, including RED spawns
  • Added some geometry around C-2
  • Closed off an open area at C-3 to give BLU an easier way in
  • Added a bunch of health kits for attackers, particularly in Stage A
  • Tweaked respawn times a bit in favour of BLU
  • Misc clipping improvements
  • Trees
  • Rebuilt A-1
  • Rebuilt C-2 and added an extra capture point (C-3) before the final point
  • Rebuilt RED's spawnroom at C
  • Adjusted health and ammo pickups in favour of RED at B and C
  • Cart once again despawns when it explodes
  • Expanded C-2
  • Changed route into C-2 to slope down rather than up, giving BLU much less of a height disadvantage
  • Fixed the cart being able to roll back over B-1 after it's capped
  • Reduced frequency of BLU cart holograms
  • Misc fixes and tweaks
  • Adjusted ammo packs at A-2
  • Adjusted ammo and health at C-2
  • Lit up the door that opens when A-1 is captured to hopefully make it more noticable
  • Added a room at B-2
  • Added another flank route between C-1 and C-2
  • Fixed a brushwork goof that was potentially exploitable
  • Minor visual tweaks
  • Added a deathpit (very important)
  • Remade RED's A spawn and part of A-2
  • Remade B-1 entirely
  • Added some geometry on B-2 to help with defence
  • Remade most of C-2
  • Fixed players being able to access A-2 when A is not the active round
  • Fixed some doorframes being oriented incorrectly
  • Misc visual tweaks
  • Shortened RED respawn time across the board
  • RED team now automatically respawns when the first point of each round is captured
  • Added another route between A-1 and A-2
  • Added a door that blocks the flank route between A-1 and A-2 and opens when A-1 is captured
  • Reduced some item pickups by one level (large -> medium, medium -> small)
  • Removed Foghat
  • Added holograms to better convey the current cart path (custom model created by @Wendy)
  • Decreased RED team respawn time on A and B
  • Increased RED team respawn time on C
  • Pushed A-1 capture point back a bit
  • Also pushed B-1 capture point back a bit
  • Fixed the cart spinning 180 degrees right before reaching capture point A-2
  • Added some high ground and cover for RED at B-1
  • Added some pickups along C, namely ammo/metal
  • Widened main route into C-2
  • Toned down the green glow on C-2
  • Fixed capture point props displaying incorrect colours
  • Misc minor fixes and tweaks
  • Ball
  • Fixed the cart being able to roll back over C-1 once it's captured
  • Fixed the railings around C-2 being solid to bullets/projectiles
* Removed and completely rebuilt about 70% of the map
* Remade A-1 and B-1
* Remade the entirety of C
  • Entire map has been mirrored. I swear this was important.
  • Fixed BLU being able to open RED's A spawn doors