Announcing... Ultiduo_Turbine. Currently: Alpha 1.
*"production" is slow because steam summer sale blessed me with new games but I'm still workin on it.
Download: https://mega.nz/#!wRUmGLBL!IMXhgIOEq6y88vn8YxN7f-LxhjCp0rVNAnmGUgC1hzQ <-- Alpha 1
(Called ud_zidbine_a1 for now as a 'signature'. I will change it to ultiduo_turbine or ulti_turduo during beta)
This is a map for balanced fun. It is not intended for competitive play. That would be nice, but come on, it's turbine - the cancer is the fun. I kept the mid nearly identical in gameplay so we could get a 'vanilla test' It will be changed as time goes on.
Cubemaps are not done yet, nor is detail (because its alpha) - so please focus feedback on gameplay.
Spawns are in the hallway that goes to shutter from the main spawn. There is a tunnel that goes to garage, which now has a giant shutter door. As per Baloo standard, you cannot enter spawn after leaving. The medium health packs in alcoves have been replaced with small ammo kits, and the rollups above it are now solid. The capture area is over both crates. A medic can help cap by standing on the center ring of the center turbine (the medic can also jump onto crates from the turbine or from the stairs). Vents are closed off. It takes about 6 seconds to capture a point with one person. Small health kits are under the staircases for extreme situations.
You can now stand on the catwalk "huts" that vents open into. So far the spawns are very close to mid and unprotected. Considering adding a pathway from spawns to vents because that is protected. The other option is moving the spawns waaaay back and adding a wall (I'm also considering rotating the crates slightly to create pseudo-protection).
Another idea I am thinking of is cutting off the catwalks where the huts end so that a soldier can't stand up there and fire down on the small shutter spawn.
Photos <as of alpha 1>:
http://u.cubeupload.com/thesentientgelatin/201706201655251.jpg
http://u.cubeupload.com/thesentientgelatin/201706201655511.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656181.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656291.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656321.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656471.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657121.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657271.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657451.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657491.jpg
*fair warning, blu's internal spawns are inconsequentially asymmetrical. They are moved a few slight units from where red's internal spawns are because retrofitting symmetry is hell. As far as I can tell this should be unnoticeable visually and not affecting the gameplay. Tell me if it is otherwise. Spawn doors are in symmetrical locations, the difference is how the walls line up behind.
*I'm just an amateur so don't expect me to do everything well.