Dont mind the low quality screens, i made them with 100% quality and no fog but i kept the ingame graphics low. (i however did a normal vrad compile). From the overview the red team starts on the right and blue on the left (blue side isnt fully done yet but its close).
The waves mean that the map changes slightly in the advantage of blue every 1:30 minutes. C couses a instant win like in steel, A and B make this easier to perform. Unlike steel all are unlocked from the start but the cps are placed closer to each other which should compensate that downside in defence (if this isnt the couse C will be locked and become unlocked by capping either A or B). C is currently a bit goldrush like but ill will try to change this as much as possible. And i already got an idea to make the balcony more of an advantage to blue instead of red.
A is inside a mining area and focusses on a bit of vertical playing. In the start you can only reach it from below making it easy for red to defend. however, this doesnt make it impossible for blue as they can still attack the higher floors using demoman and soldier to simply jump up or just spam them with rockets and grenades. A wave will add another entrance making it quite easy (this one happens early - it just gives red a bit more time against steamrolling teams).
B is placed inside a concrete building which is a bit harder to reach for blue due to only having 1 good entrance and the alternatives go through C. However, as reward they get a spawn place much closer to C making it possible to put alot of presure on it. The moved up spawn however is only a slight bit closer to A so its not that it makes the moved up spawn overpowered, its however worth it.
I made both A and B harder to take over as all 3 cps are enabled, if this still makes it too easy too cap the first thing ill do is locking C in the start.
Btw, the map has a name now: cp_step




The waves mean that the map changes slightly in the advantage of blue every 1:30 minutes. C couses a instant win like in steel, A and B make this easier to perform. Unlike steel all are unlocked from the start but the cps are placed closer to each other which should compensate that downside in defence (if this isnt the couse C will be locked and become unlocked by capping either A or B). C is currently a bit goldrush like but ill will try to change this as much as possible. And i already got an idea to make the balcony more of an advantage to blue instead of red.
A is inside a mining area and focusses on a bit of vertical playing. In the start you can only reach it from below making it easy for red to defend. however, this doesnt make it impossible for blue as they can still attack the higher floors using demoman and soldier to simply jump up or just spam them with rockets and grenades. A wave will add another entrance making it quite easy (this one happens early - it just gives red a bit more time against steamrolling teams).
B is placed inside a concrete building which is a bit harder to reach for blue due to only having 1 good entrance and the alternatives go through C. However, as reward they get a spawn place much closer to C making it possible to put alot of presure on it. The moved up spawn however is only a slight bit closer to A so its not that it makes the moved up spawn overpowered, its however worth it.
I made both A and B harder to take over as all 3 cps are enabled, if this still makes it too easy too cap the first thing ill do is locking C in the start.
Btw, the map has a name now: cp_step
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