ctf_1fort_a6
Author:		shpladoink
Contact:	shpladoink@gmail.com

Description:
Due to a clerical error at General Realty Network (GRN), a plot of land was contracted to both RED and BLU concurrently. Not wanting to take the issue to court (Yosemite Legal Workers (YLW) tend to have really boring courts), they instead took it to the battlefield.

1fort takes the idea of two enemy bases built absurdly close to one another a step further by actually housing them in the same building. The two teams' intelligence offices are separated by a single pane of indestructible bulletproof glass, so your goal is within eyesight from the get-go.

The exterior design promotes a circular gameplay model as opposed to the back-and-forth which is typical of many CTF maps. Additionally, three main routes between bases allow each team greater opportunities to attack and defend their designated zones while discouraging turtling as a main defensive strategy. 

The battle plays out at dusk in the middle of a dense forest, and works best with mid to large-sized teams.


From the developer:
CTF can be a fun game mode, but I feel that many players have grown tired of it in TF2 due to the lack of new and innovative maps that allow players to do more than sit behind sentries and wait for the enemies to show up. CP and Payload maps are far more popular on the majority of servers I've visited, so I decided to build a CTF map that attempts to incorporate the type of fluid goal movement found in those game modes. 


Changelog:

a6
-fixed spawn doors clipping through wall
-fixed exploit where you could pass the intel through the window
-smoothed several player clipping problems
-spent an hour trying to fix an error that didn't exist
-removed limit on flag caps per round
-optimized some areas for better performance

a5
-moved ground floor spawn further from central stairs
-lowered tree stump with health on it (again)
-intel room doorways widened
-better indication of certain non-accessible areas
-replaced mid ammo pack with mid health pack on storage crate outside
-removed small health pack behind pine tree
-fixed clipping on boxes in sniper tower
-sewer hatch reshaped to allow building on top
-window breaks for humiliation round


a4
-removed walls around central stairs on second floor
-removed breakable glass from lookout tower windows
-dirt pile under lookout tower no longer climbable by regular jumps
-added nobuild zone under lookout tower and over sliding doors
-glass window breaks when timer reaches zero. maybe. i think.
-new night sky/outdoor lighting scheme

a3
-repositioned spawn rooms and exterior door to encourage main route around building
-increased size of health pickup on balcony and in sewer
-additional outdoor lights added
-ammo pickups added outside
-sealed off stairway window on lookout tower
-directional signs added/moved  throughout
-second floor corridors widened

a2
-widened windows in lookout tower
-decreased size of health pickup outside intel room
-added additional health pickup on 2nd floor
-added detail/replaced most ugly dev textures
-some nobuild areas added
-added ramp up to large storage crate outside
-smooth player clipping added to many signs/models

a1
-initial release