A new, completely redesigned version of Traintower!
This map uses assets from the Construction asset pack, flat dev textures from Ponds34 and Crash, and the More Vehicles V6 asset pack by FGD5 .
-Shifted some buildings, barriers, and added new props and brushwork to reduce some nasty sightlines
-Moved Red's second-to-last spawn location closer to C.
-Fixed various spawnpoints not disabling at certain capture points.
-Removed some uninvited mercenaries
Overall, Im taking a less radical approach to doing each version, and Im going to try doing retests in at least both EU and US servers, to get a wider opinion.
-Added 20 seconds to the setup timer.
-Massivly reworked the area surrounding the Final point. For now, I just modeled it based off of Upward's last lol
-Moved BLUs final spawn into the underground portion of the map, closer to C.
-Added some more areaportals near last to try and combat the poor performance people reported.
-Expanded the train tunnel for a hopefully smoother rollout from A to B for BLU, and the rollout to A for RED.
-Removed the the upper...
Minor update, will be doing some vigger changes in a4.
-Added ambient sounds
-Changed some brushwork on some buildings
-Added some better defensive holds near C
Major Revamp of most the the areas surround A, B, and a little bit of C.
-New cover around A to reduce long sightlines
-Route into the big warehouse building is now a sideroute, the cart goes underground for a shorter path to B
-B has some better defense spots for engineers to hold at
-Blu's forward spawn is closer to B in a funny new building (watch your step!)
-C has better high ground for Red to hold the control point with (hopefully)
-Last has a lot of 45 degree angles added
-Last also...
Minor Update
-Redid the entire fake wall sequence when approaching C.
-Reworked C to be harder to approach for BLU, while allowing RED to set up more comfortably.
-Fixed the fence near A being non-solid.
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