Welcome to the thread for cp_hyperion! Let's get this to a beta that's really fun to play! Hey guys thanks for taking the time to check out my new contest map! This name's been given to a few previous iterations of maps for this contest, but now it sits with this current map. I've never really delved into A/D before, for a reason. I really like the deathmatch aspect of TF2. Call me bad, but I enjoy slaying way more than I do the objective. That's probably the only reason why I am in deep love with plr_pipeline, it's pretty much the only map I play anymore. As a result, a lot of my maps are designed so that players can simultaneously play the objective, but when they get mad, they can get their K/D back up. My other two currently active maps, koth_zero_g and push_thunderclap are examples of this. I sort of visualize the leeway maps give as a gradient of two colors, let's say for hypothetically the colors are white and black. With dustbowl, both colors wouldn't fade and would come right up against each other, and a fraction of the gradient between them would be fading. How to interpret this? In the map, each team is pressed up against each other, and there's a very small fractional place where people can kill each other and fight without getting decimated by a bunch of other players all in the same place. It's kind of like how much each team can integrate with each other. In this respect, pipeline has a very smooth and broad gradient. When I play it, I spend lots of time running around my spawn, and the enemies spawn. I'm able to be all over the map, and I don't have to worry about running into the 'line of attack', or where all the players are concentrated, trying to push the carts. The more linear a map gets, the harder it is to avoid this line. So hyperion could be considered something of an experiment. I don't know if I'll be able to map a really hard core objective map, where players are forced too push, so I'm probably going to find myself walking a line between too much deathmatch and too much objective. Please please please mention which parts of the map are which to me, so that I can negotiate the best balance I can make. So get out there! Go playtest the map, and get feedback back here :O, because I'll need it. I need to stress this: this map is going to be shaped as much by your efforts as mine.