This is my entry into the dynamic payload competition, titled clifftop. The map is set in a mountainous, decidous forest and features a steep uphill battle for blue to push their cart of the top of the cliff into the missile silo positioned beneath.
The map has two elevators, one under the first point and one under the third point. The run up to each point has one rollback zone. There are also forward spawns for both Red and Blue.
We playtested this last night on playstuff, and whilst most people said they enjoyed it there were some fairly serious problems with the layout between points 1 and 2. I'm currently working on a revision that should address this, hopefully I'll be updating the thread in an hour or two...
It's just occurred to me that whilst building the new second and third points I forgot to put in a flank for second. I'll update to a2a when I get home. If there's anyone out there who was planning on playing this, don't go playing this version.
25/01/2012 - A3 released
+ fixed red being able to shoot into blue spawn
+ added a roll back zone and a building to the final cap
+ added a building to divide the final area in two
+ redesigned cp3 to be more porous
+ redesigned cp2 to add flanks for the attackers
+ reduced blue's respawn times between cp2 and cp3
+ moved red's forward spawn further back
+ swapped out some brushes for props in the first area
+ moved some doors and cover around in the final area to try and help the defence
+ other little things I've since forgotten