arakune(a3) Alright, so now that a3 is ready, I might as well give some details. The idea behind this map is a streamlining of the 5CP or "Push" game type that is highly used in competitive play, but generally disliked by the major population of TF2. I've come to the conclusion that there are a few reasons for this. -A lack of distinct goals. The normal player likes having a single, specific goal, like pushing a cart or capturing a point; not having to both attack, and try to capture a point while having to defend at the same time. Now, I can't change this, because that's the core of the idea of pushCP. I can try to make it easier to both attack and defend at the same time, through the next point. -Maps are too big. If you look at a defining point of all the popular maps, it's that their small in size. This makes for less time doing stuff like moving towards the battlefield, and more time actually doing the fun part--fighting. To that end, I cut down on the number of capture points to 3, allowing me to make the map smaller, making for more fighting and less downtime. -Push maps take too long. I know, I know, a normal round of Dustbowl takes longer, but the difference is that you can actually feel like your making progress. You can see that your moving to a different area, or that your cart is slowly moving closer to a point. In a round of, say, Granary, you cap a point and nothing really happens: the battlefield is the same, and the normal public game will probably stalemate, meaning the battlefield is not going to change anytime soon. So what I did was cut down on the two afforementioned values: map size and number of capture points. In addition to making it much easier to hold points, I've made equally easy for the offense to keep pressure strong, allowing for that sorta balance you get on A/D maps. Anyways, that's what I'm doing here. With the addition of the Jungle theme that will eventually come around when I start texturing, I certainly hope it'll be a new approach to the, let's face it, dull ground of PushCP.