Afternoon, all. After finding a very useful tutorial here via Google, I decided to join up in order to see if I could get some feedback on a map I've been working on for the past 2 weeks. MAP. YES. The map's name is Bombing Run, although that came off the top of my head as a basic descriptor of what is happening in the map, so like everything in the map, it's not yet final. Bombing run takes place in an area with 3 small factories that conveniently produce the three required components of a bomb. Having set up bases nearby and tapped into the power grid that supplies the three factories, RED and BLU must wrestle for control over these three factories to destroy the base of the other. The map is (as you can tell by the name) a hybrid CP/CTF map, involving capturing the three factories in CP style and then running into the heart of the enemy base to deposit the brand new 'bomb' (or intelligence). Current issues include the CP HUD, which makes the CTF section a little difficult for both teams without some actual communication and scouting around (unfixable unless I remove the CTF element); lack of peak optimisation, due to beta status (totally fixable, later); and a criminal lack of pretty (I'll get to it). The most important part of the map's play is the final push with the intelligence/bomb. Once the bomb is picked up, the attackers had better form up and act like a team, because if the bomb is dropped and is allowed to return, the defenders automatically reacquire the CP nearest to them, giving them a boost that may allow for a counterattack. Screenshot Walkthrough: The map starts with you leaving the base in search of factories to capture. You head out through the factory you've already taken, and see the neutral factory. The control point in the neutral factory. Take it. The enemy factory, as seen from the neutral one. Several entrances to this one. All you do is capture this one and... BAM! Instant bomb. That looks suspiciously like an intel briefcase. Never mind. The end is in sight, just deposit the bomb in their basement and this'll all be over. Move up through the eerily empty-looking base. And drop into the basement to place your care package onto the pedestal. For the Future: The main sections that will be added/improved in the final release: Valve-style inaccessible dioramas will replace some of the blank wall sections, as they look terrible. When the bomb is delivered, explosions will actually happen. I'll set up some env_*whatever* entities to make the map end go off with a bang rather than a whimper. Soundscapes. I really need to add some of these. Silent maps are kinda creepy. Lots more props to occlude some firing lines and make the place look nice. I'll run through the whole map with hints, area portals and occluders to make the thing run faster on older machines. Probably think of a new name. So yeah. Any thoughts at all, feedback, places where I could get some gameplay testing, anything at all, just drop a comment.