Cp_Tidal is set in a facility on the bayside. It's set at night time and I tried to create a cool view of a suspension bridge across the bay. I chose to keep each side similar in architecture so the whole map would fit together and feel like one cohesive modern facility.
It's a 5 cp linear push map with battles across rooftops and in alleys. There's a lot of ledges to look down and defend/attack from.
I've been working on it off and on since January 2010. For this map I spent a lot longer balancing gameplay and trying to make the areas fun than my I did for previous works. This time I let the maps design evolve more out of the playtests rather than just my head, so I think it plays a lot better than my older maps. It's balanced for 24 players.
Knifeback Mountain community - playtested the map in early development.
The CouchAthletics community - playtested the map in later development.
TypeZERO - admin of CouchAthletics who helped me a lot with setting up the playtests and gave good feedback.
My friend Justin - ran a server for me to playtest on.
Everyone else who playtested and gave me feedback.
Version 3 Update:
For version 3 I tried to reduce the overall bland look of the colors of the map. People felt like it had too much sameness in the textures used throughout.
I made interiors way warmer in light than exteriors to make it look more exciting lighting-wise. I made some buildings have different textures than the rest to add some variety. I added a new metal wall texture which I used on some buildings. I also changed the shape of some of the roofs. They seemed to be too boring and boxy shaped before.
I'm pretty happy with how it is now, at least visually.
Version 4 Update:
Just did a few bug fixes I've been wanting to add for a while. I fixed how projectiles could travel over buildings. Also changed around a few textures that I didn't like the look of.