This is the first release of my ctf which uses the Egypt tileset. The map has taken a considerably longer time than I first imagined, because I decided to remake the design several times during its creation. Drought tries to focus on fast paced gameplay by making it difficult to indefinitely turtle the intelligence room. The intelligence room is open, making sentry nests hard to keep up forever, and once picked up, the intelligence can be carried right off the roof to the sand below, allowing for a quick getaway. The defenders also spawn on the ground floor, removing the need for attackers to fight past the spawns to get to the intel and then back past again when coming out with the intel.