Edit: In light of FPSBanana not allowing uploads, I'm using filefront as a temporary host. I sincerely apologize for any inconvenience caused by this. Omg, I am so nervous! This is my first real map release!! D: CTF_Pipedream has been a pet project of mine for a little now. The actual layout took about a month to make, not including reworkings due to suggestions (move this vent entrance here! make this door wider! hehe~ :blush, with aesthetics taking over a month. The intel room alone took a week! And don't get me started on the pipe room! Isn't it funny how great an idea is when you get a vague glimpse of it, and as you chase it, it turns into something more stranger, better? That was the case with those 2 rooms, and why aesthetics took so long. Kept on reworking em over and over again! Optimizations took about 2 weeks, not including major structural changes due to me not knowing what a visleaf was when I started making the map. 2.5 alphas released to the community I frequent (0.5 was when I accidentally deleted a func_respawn... lol) And finally, on 7/27/09, I get enough courage to release a version of this map to the public! Oh my! Now onto the map itself. CTF_Pipedream is faster-paced map with de-emphasis on turtling. If you sentryspam, you aren't doing your team a favor. Not usually, at least. This is my number one complaint of CTF maps: they are too easily turtleable. This map is largerly a reaction to that issue plus the issue of class balance. Future revisions are going to come in time, even if it be fixing some minor known issues (sentry issue in the pipe room + texture issues). And please, if you play this map find an issue, whether it be aesthetics, gameplay, technical or otherwise, do not hesitate to post or PM me about it. Any bit of feedback is always welcome, regardless of how harsh it is. How else can a map get better, otherwise?