Fixed a couple or errors - however in some of the really tight areas the bombcart still pushes people into the walls and you may or may not get stuck - it happens at random times - can't seem to cure this even with clip brushes.
The time limit has been reduced to 20 mins with add on time - some areas are a hard fight.
32 player - PL Map in an old lost canyon during the early evening with fog
Multiple game play - bomb goes to Red, back to Blue and then onto a final push to Red's base.
Forces both teams to attack and defend at the same time. Unlike other PL maps, you will have to use all parts of the map all the time to win.
Multiple spawn exits to help cut down on the asshats who like to camp
Main gameplay is outside, in the tunnels and on top of the cliffs. Unlike most other maps I want the players to go up on the cliffs and when I tell them they can go up most people are really suprised as map makers tend to clip these off.
Have fun and feel free to give me your feedback.
For your benefit I'll hold off my rate until retexture
I'll have a look tomorrow.
4/5 stars
-some blocky areas
-too many control points all at once
-red team isnt given enough time to setup to defend the 1st control point with the long travel time
+good texturing
+good lighting
+good effort
+good control point setup other than the distance to some spawnpoints
First of all, I'm pretty surprised how creative the layout turns out to be. Even though pushing the cart in circles makes no sense, I suppose it actually fits the cartoony TF2 style. Also, the diversity of areas you put the attackers through, both cramped and very open, should give way for some rather awesome gameplay. What I didn't like, however, was your extremely dense placement of ammo and health, both usually at the same place. Either team may get an unfair advantage out of that.
Second, even though architecture is rather blocky and definitely not up to Source standards, it does the job surprisingly well, and, as I said before, is beautifully covered up by good texturing and proper lighting. The setting (some sort of mine?) is made pretty believable with unused payload tracks layed throughout the map. Signs of past battles in the water were also a nice touch.
Another thing making this map bloom is the ambience. Both background and local sounds blend together very well and combined with good lighting provide the map with absolutely awesome atmosphere.
Overall, a great map. I bet this would rock on a 32-player server.
-1 star for architecture faults and pickup placement.
Awesome job. :>