EDIT: A4 Released: major changes to some buildings, including bases. Functional trains added, though not the death kind. EDIT: A3 Released. Testing concerns addressed, new features added, see where the CPs in the push version will go! EDIT: A2 Released. Map fails less still. Compile time now 40 minutes instead of 4 hours. YAY! EDIT: A1 Released. Map fails less. Ze Premise: For my first map I've decided on a CTF - nothing to complex, after all - I'm only starting. So this is CTF Longhaul (working title) - a map that aims to be everything 2Fort isn't. Where 2Fort is small, mostly cramped and with many, many chokepoints to get through Longhaul is a large, open map with many different routes to any given point in order to ensure a decisive and not too deathmatchey game. As this is the alpha of my first map, I invite people to tear it as many structurally supurfluous new behinds, befores, besides and belows as they so choose because after all - it's the only way I'll learn. Ze Plot: The map takes place in a small alpine village whose curious inhabitants decided to construct their homes with perfect rotational symmetry and in such a way that they would be entirely impractical to live in, above and between two warring spybases. Shortly thereafter they left for unknown reasons, but the two corporations that own said bases remain, each warring over this otherwise inconsequential patch of land on the side of a large hill in the mountains (geological analysis of area suggests hill may in fact be a mountain itself, a view supported by the conspicuous lack of a single control point in the centre building). When it was actually being used for something the entire economy of the town was based on erecting facades for the spybase and locomotive repair, which is why the entire town surrounds a maintenance building designed for use on the aforementioned trains that so often frequented the area carrying supplies, letters from the outside world and more often than not, doomsday devices. Ze Current Summary In it's current form it's essentially an orange map plus the ever-useful red and blue dev textures (the creator's name escapes me) however it is textured in certain parts (the respawn rooms, the grass, the cavern floor and some spytech areas) simply as a visual aid for me as a mapper and the player as someone who wants to see what it'll look like in general later. More agile classes can climb ontop of the buildings, laying traps or avoiding spam, forcing the fatter, less agile classes to take the considerably more closed in underground route where, if you play your cards right, a friendly engineer will be waiting to deal eight different herbs and spice of hot death to the poor fools. That'll teach them to sit around cleaning their guns all day! I'm looking at you Heavy! But, let it not be said I discriminate against classes - the many buildings around the midpoint are nice enclosed spaces for morbidly obese or maybe female classes to cower like the small, hermit crablike mammals they are waiting to pinch the stuffing out of anybody stupid enough to muscle in on their turf. Those more on the crab side and less on your side will enjoy the many hiding spots and ambush points as much as the others, but for very much the opposite reasons. More intelligence as TF reality reshapes itself to my whim, giving me stuff to talk about in the changelog. Have Fun! - Ankh, the random pub spy. Ze Credits so far: Valve for TF2, the alpine theme, and Hammer A Boojum Snark for his amazing entity and gametype libraries SWATY for some excellent aid in map optimization, providing me with a place to have it hosted and general tips, greatly improving the quality of the map. ...and anyone I missed Ankh will return in: CP_Valhalla.