Some more SS's, though the a few will look familiar. Didn't get nearly as much done today as I would have liked to, or this weekend really, but hopefully I'll finish enough to start testing with this coming weekend's gameday.
First area, looking over the building where blu spawns towards the area where the first cap is (inside the building). There are three exits from the blu spawn, one where both those tracks meet the building, one against the cliff where you can cross the log to get to the upper area of the building, and one down in the river (you can also see the ramp the gets you out of there, near the waterfall). Finaly, along the cliff wall you can catch some dev texture. That is a mine shaft that leads to a drop, that eventually leads you to the quarry you'll see later.
Heres a shot of the river exit I talked about. I'm thinking about adding a push that will act like a current, and if you fall off the next waterfall, you die. We'll see.
Here you're looking out over the quarry towards two buildings. First, you see the exit to the mine shaft that brings you out into the quarry, which is pretty protected at the moment. The trade off is that it takes another 5-10 seconds (on a heavy) to get there. From the first cap, you can sneak underground (what will be a cellar type area, into the tall building on the right. You can then go upstairs, out on the overhang, and onto the roof of the building to the left. From there you can access the roof of all the other buildings, allowing for plenty of height advantage. However, its all pretty open atm, so I'll see how that plays out.
Here you're looking back at the quarry, and you get a better idea of the roofs. The opening on the left is an exit from the 2nd story of the building with the first cap in it. This allows the offense a direct route to the roof, not just by jumping. I hope that will create some balance on the top areas.
New overview. You can see the mineshaft route, and that I've tweaked some stuff near the rocket (vis reasons). Currently I'm most concerned about the long tunnel area far to the right, right before the big open area.
Same overview, just marked up. The red Xs are the cap points. Everything to the left of the blue line is "done" in the sense that I'm ready to test it (though there is that one random block in the bottom left that was created when I cut up some displacements, and I somehow missed it). The first cap area will be a warehouse of some sort. The 2nd large dev building will be some train loading area or something, as well as where the blu team will spawn once they capture the 2nd point (cutting the map into 2 somewhat equal pieces, i.e. point 2 and 4 will be difficult to cap). Around the 2nd point, tell be some more buildings (currently there is a church shaped structure there, I'll see what stays after I get there) as well as more cliffs/mines/caves. In fact, I plan on letting red cut from the rocket room the 2nd point through a cave. The south of this area will be the river again, with another drop of death (i.e., time for pyros to have fun with airblast). Then there is a cave, which will need several offshoots/branching paths, which leads to a large cavernous area that needs a lot of work. Another tunnel, an open area with the river on the right, and then a path to a Cheyenne Mountain like hidden rocket room (damn those crazy REDS!).
./sigh
Miles to go before I sleep