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I was working with the 6s community to refine the layout at some parts of its development, but most of the testing was done on tf2maps community servers, which are a casual 12x12 environment.
As for why that matters, there are alot of situations in casual that just don't factor into 6s at all. Stuff like "how does engie play at mid" could affect a casual map alot but in 6s that situation rarely ever happens.
Feedback for the later versions of the map from casual 12x12 tests was overall positive.
https://tf2maps.net/threads/tip-taking-isometric-screenshots.20796/
The download has been updated again with proper compression. No other changes.
See the tf2maps.net thread for more details
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▓▓▓▓▓█░░░░ Valve , ░░░█
▓▓▓▓▓█░░░░Add This ░░█
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type connect 66.55.79.30 in the in-game console to join the server!
Does this happen on other maps that use the same door model? (ctf_doublecross)
- Fixed the HDR
- Fixed the bottom-right spawn door clipping through the platform above it
- Some other minor visual fixes.
The small gaps near the mid forward spawns have been fixed
A building near red side 2nd has been changed from brick to red metal, as it makes more sense structurally.