I'm actually still working on my hunted map here and there... haven't been online in a while. House moving has been a pain.
If people want, I can post screenshots of what i've done, complete rework of the hunted map.
I'm designing mine as a attack/defend map. There are multiple points you need to capture, and they change the spawn times and open new areas. For instance, you need to capture the Yard to open the extra resupply area and also changes spawn times (this is optional, but suggested as it changes spawn times in the attackers favor). You also need to capture both gate controls (quick capture points as it requires an elevator to get to, and you need to capture BOTH of them), which will open the exit gate, at which point, right outside, there is a final capture point, at which you can try and capture by standing on (with a long capture time), or you can now grab the intel (which is available once you capture the gates) and run it to the last point to win. Each point increases the time limit on the map.
Many places that used to be sniper only are now much easier to get to from the defenders as there used to be many space you could only reach IF you were spawned there as defense.
Mine is quite bland still though, working with a set of like 5-6 textures at the moment, still trying to tweak the size here and there and make sure I have my player clips and making sure the capture times work well and are not overpowered with a major engi defense or scout rush etc. Since there is little hope of getting this the correct TF2 server mod how I want, figured i'd just make it work with how things currently are in the game.
I also do not have a background or 3d skybox as i'm planning on that a bit after I'm happy with the playstyle.
My final plan is to actually make the scene a portside pier-like military base for the most part.
Voogru never got back to me way back when, so i haven't touched it much in a while. Currently going to pick it back up and as such, i'm looking for ways to create an ontouch elevator, as it's the only way to get to the towers since there are no ladders XD
edit:
Technically, this is my 4th attempt at a hunted remake so far. First one was way out of wack on scale... second one I tried to do a bit much and had many playstyle flaws and didn't fit with TF2, third one I just could get the scale right yet again and worked a bit on wierd entities which were working out so well, and then I came up with this final type of remake. I got the scale to my liking, and the playstyle done pretty well... There is just so much room for error when remaking a map people enjoy...