Clipped a bunch of problematic spots, theres probably more around. Added a heat warp particle over the cauldron. func_rotating Read the rest of this update entry...
Played this in the imp the other day, and I thought it was pretty good. The only problem is the big choke after 2nd. There is no way around that building, but other than that, good job.
Added rollback zone to the final ramp. Adjusted lighting in most areas. Redesigned back route between second and third points. Added an upper entrance to second point building. Redesigned forward spawn placement. Added additional route between third point and final. Pushed first point slightly further. Read the rest of this update entry...
Sightline adjustments. Widened side route leading to A point from BLU side. Fixed being able to build in BLU spawn. Added a way up to the upper area before last. Extended upper balcony around final. Read the rest of this update entry...
Redesigned B point building and forward spawns. Redesigned side route to A. Moved A back to initial position. Read the rest of this update entry...
I made a note about this in feedback today, but the flank you have that goes behind A is really just a problem route. It doesn't really solve the issue of A being a tight, cramped space with low visibility for blu. All it does is mean that A is a guaranteed cap every single time the map gets loaded up. You need to lengthen the route to A somewhat, and make it easier for blu to not get spammed out no matter where they are. Every doorway for blu is a blind corner from which a sentry/explosives can fire freely, and it's just a grind to push through. I highly suggest working a slight redesign of the area around A into the changes you're planning for the middle of the map. Blu pushing through each time doesn't mean it's fun or interesting. It's good you're going to redesign the area around/after B, I think that's been the worst area since A1 or whatever version I first played. The fact that it's just a huge sprawling flat area makes it kinda boring, and the flanks all wind around and through each other up to C (and then after, a little) which means there's not really a front to defend and blu has an easy time rolling through. I think if there was more of a hard turn between B and C, and less sprawling flanks off to the side, it would probably be more interesting. I'd like to see the space around C and up to the final turn into D not be so much of a straight line. I dunno if that's a contest entry thing, but it kinda sucks right now. I've noticed a lot of your spaces are very tight, even around the cart where you normally want to have more open areas. Try to avoid that. The cart path should be the widest, main path, but right now that's not often true. Not only does it make it too easy to spam out people pushing the cart, but your flanks are for some reason often way wider than they need to be. Generally your map is a lot like Barnblitz but even tighter.
Redesigned interior of A building. Adjusted paths leading to A building. Redesigned area between A and B. Redesigned area between C and final. Toned down the heatwave effect over the cauldron. Read the rest of this update entry...
Slightly reworked B to C area. Adjusted respawn times for both teams after C is capped. Fixed teleport trigger in red forward spawn. Read the rest of this update entry...
Adjusted spawn times for final point. Slightly altered C-final connector. Added a sentry platform on upper area of final. Removed a tall crate from final area. Fixed non-solid door at B. Fixed incorrect clipping at lower route to C. Removed clip over fence in B-C connector area so soldiers and demos can jump over it. Read the rest of this update entry...
Added a stairwell connecting bottom level of last to ground level. Added a door on last that closes off after C is capped. Fixed a few clipping issues. Read the rest of this update entry...
Artpassed BLU spawn, initial area and interior of A point building. Added a stairwell connecting ground level and top level at final. Read the rest of this update entry...
I feel like the smoke stacks would look much better as models instead of brushes. Perhaps they are too big for models but, I know you model and could make something real nice. It just doesn't look quite right as brushes :/
Artpassed about half of the map so far. Fixed some minor issues reported during previous tests. Read the rest of this update entry...
Detailed more of the map. Redesigned final point area. Fixed some reported minor issues. Read the rest of this update entry...
Artpass is complete. Changed lighting and skybox for the map. Fixed some clipping issues and perch points. Attempted to optimize map somewhat more. Read the rest of this update entry...
Those cylinders behind the bright red building look awful, that whole structure does really. They really need more angles to be rounder and a bit more, something so they look less like brushes that just exist to be brushes. They stand out as being very basic against how awesome everything else is and just don't really fit.
The detailing looks wonderful. Small question, at last, how did you manage to create all the soft shadows on the wall and ceiling (like the chain on the wall)? I thought it was done using env_projectedtexture but I know that entity is broken in Multiplayer TF2.