Will definitely implement that, Forthex. But the next version will not be released for awhile... I have begun the detail passsssssss fuck it's gonna be a couple weeks.
In the meantime, I'd like you all to play the shit out of a13. It has a very minor bug but not big enough to patch (if you're in Red's first spawn room as cp1 is capped, you get sent back 2 spawns instead of 1) This will of course be fixed in the future, my apologies for now.
A13 is pretty well balanced. You can see a successful defense on all the points; in this order:
CP1: Medium difficulty to defend. If you prevent BLU from taking the upper hill and the building with the one-way door, you might be able to stall them long enough. However, expect to lose this point often.
CP2: Hard difficulty to defend. Fall back quick if you lose CP1! A fluid defense works best here, denying BLU their flanking opportunities and making use of the dropdowns available to RED will help you win, but oftentimes BLU will push through you here. Don't let 'em!
CP3: Tough for BLU to take. This point actually benefits from multiple sentries. Keep BLU from taking the one-way room and destroy their ubers and it's possible to defend here; the Warehouse should be your fallback, so keep a base up in there. This is your chance to have a more head-on battle rather than having to flank heavily as in the earlier points. Still, BLU may more often than not eke out a win in overtime.
CP4: This point really tests BLU's coordination- it can be taken in a minute or failed to be taken after 14. Don't let BLU down onto the cliffside- they can flank you to death very easily from down there. The likelihood of RED winning is determined by how well they did on the first 3 points; if they pushed BLU hard before relinquishing the points, BLU could have less than 6 minutes to make the final push; but a lazy defense will give BLU 14 minutes to keep trying. Good luck!
Known bugs:
-Sometimes get stuck in the one-way doors
-Very very small issues with train itself. These are mostly resolved by now.
-Teleport too far back if you stay in RED spawn while CP1 is captured.
-Random graphical errors (nodrawed stairs, etc) that I'll fix in the detail pass.
Props to Ovens for the sweet artwork, and Nineaxis and F_M for their great posters.
Thank yous to all feedback providers, especially 2f2f and FLOOR_MASTER.
That's about it. Please have fun!
Alpha 13