• Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.


master of fast travel
Jun 27, 2016
Still processing the demo and feedback but it's mostly:
  • Give BLU better insight into what they are walking into.
  • Ammo.
  • That god damned hallway.
Look at the blobs of red. Those are all doorways/cramped areas that BLU has to walk through.

Death Position

Killer Position

Killer Lines


  • cp_baxter_a3_killerlines.png
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Patchy the pirate

L1: Registered
Apr 9, 2022
I really like this maps design and the layout you've got going in it!

But I did stumble one or two smaller issues which can be abused;

1A: The small overlapping pipe element allows explosive classes + wrangler engineers to land/stand there without issue
1B: Though explosive classes attempting to land on the flat areas of the red pipes get pushed off, a wrangler + rescue ranger engineer can quite easily launch himself up and place a sentry, tele exit or dispenser there (Note; Standing on top of your own dispenser and sentry of any level puts you above the effect of the pushing force applied to this area!)

The second 'issue' I came across was being abled to comfortably stand on top of the tall trees at BLU's starting spawn, as a Demo a single sticky is enough to get up there, as soldier 2 rockets suffice
Some of these trees provide a really protected spot for a demoman sittin and tossing his balls down from there

Other than that, i like it!


master of fast travel
Jun 27, 2016
nesman updated Baxter with a new update entry:

Been a while huh.

Got busy with graduating college and life. Still thinking about redesigning C but wanted to test some ideas first.

- Fixed clippings.
- Changed entrances into A flanks.
- Changed A flanks.
- New B.
- Changed B flanks.
- Changed B Health/Ammo placements.
- Changed Red C spawn exits.
- Other little things.

Read the rest of this update entry...