Preface: This is my first map so it was a learning process. I dont understand to tools perfectly so there are still many optimization problems, and if any of you have suggestions for tutorials or other threads i should read, i'd love to hear them. Any and all criticism would be greatly appreciated. cp_ascend http://www.fpsbanana.com/maps/70498 This map was inspired by cp_gravel_pit and has a similar control point layout. Red defends while blue attempts to take A & B which causes C to then unlock and be open to capture. However cp_ascend (as its name implies) is based on a vertical orientation. The battle occurs between, on and within five 3-4 story buildings. Blue starts in a basement while red starts 3/4's up the opposing building. Blue must fight their way up the buildings where they must capture 3 roofs, the final cap being on the roof of the Red base. This map has not been tested with its (probably) optimal number of players (~20-30) so everything about the balance and the gameplay is still all in theory, but this is what i intended cp_ascend to play like: I intended there to be relatively few paths onto the roofs and intended the area of the map to be reasonably small so that there is a constant battle at almost every stage of blue's ascent from almost every direction. Red can drop down and engage blue wherever they may be, and blue can rocket/sticky jump up most buildings to keep red (and their snipers) on their toes. Blue's two primary paths take them through two reasonably large warehouses where, ideally, if they can hold either of these buildings their access to the roof would be much easier. The final cap is on the roof of Red's spawn building. Red has easy access to their roof, however the CP is on a raised structure that only high jumping classes can reach. Blue can approach the final point's raised structure by climbing across bridges connecting the roofs. Expected issues: -Because the map is very open i am worried snipers would be too prevalent. I started to preempt this problem by adding various visual blockers to keep key areas protected from snipers, but i'm waiting to see exactly the way it plays before i change too much. -There were many other places i could add connections between buildings and paths for Red to access each building quickly, however i opted to limit the amount of bridges and access to encourage a more direct path for blue to keep the frontline of the battle more even (if that's even possible in this map) future plans: I was playing with the idea of having certain triggers block/create more paths along the lines of cp_steel. However, since i havn't even really tested the map yet, i wanted to make it as simple and straightforward as possible to see how it plays. Also, someone suggested the possibility of having 2 more capture points within the buildings to make them more of a priority for blue to control. If i were to do this, i would have each indoor CP be required for blue to capture the corresponding roof CP. However red would be allowed to retake the indoor CP, causing blue to have to hold the interior while simultaneously capturing the roof. I would keep the two roof CP's not reclaimable by red, and once they are taken, the respective interior would also be locked. Perhaps i'm getting ahead of myself by explaining these ideas, however i found them to be interesting and worth discussing if anyone else has an opinion. Currently cp_ascend is in a beta2 stage. B2 is a hotfix for a problem with b1 i posted a few days ago. The error in the reflection maps on the CP's that you can see in a few of the screenshots was one of those errors. So in conclusion: If anyone wants to try it out, host it, help with problems it has, give comments or suggestions, i would be very appreciative.