See the other thread here: http://forums.tf2maps.net/showthread.php?t=14492
This map is a three-stage attack/defend CP map that has a sort of downward, deeper flow to it (hence the name I guess). BLU is trying to invade the REDs' facility, situated inside a mountain. The theme starts with the forest/mountain theme but moves to a construction theme and eventually a spytechy theme as the stages progress, which is supposed to show how BLU gets closer and closer to the final goal, which is the 6th point (the theme of which I won't spoil in here in case anyone actually plays this).
It's a fairly large map filled with lots of detail (probably too much) and is primarily intended to be kind of goofy and humorous, in the TF2 spirit. It might seem a bit gimmicky, which I admit wasn't the point but oh well. If you're getting bored of millions of koth and payload maps popping up these days, maybe some classic 3-stage A/D will make it fun to play.
I posted this over at TF2maps as well. This thread has the extended description which contains some of the known shortcomings of the map. Please give that thread's OP a read if you want to check this out. Thanks.
http://forums.tf2maps.net/showthread.php?t=14492
beta 2a
-A couple necessary nobuilds in place -Fixed one (unidentified) serious game-breaking bug
Changes in beta 2:
Point 2 (cave/depot): -Fixed clipping problem on rock ledge, near pillar -More ammo available for attackers -New semi-enclosed structure in front of the point
Point 4 (Shaft): -Slightly slower platform movement -New one-way door on top level allows RED easy access to the top tunnel while they control the Haul Truck -Stairs from bottom level to 2nd level
Point 5 (Supergun) -RED can no longer enter the bottom of shaft area -Target area (behind map) is no longer accessible -Area beneath the grating closed off to make more sense, visually
General -Soundscapes added -Various minor fixes and adjustments -Minor changes in capture/additional/respawn times
EDIT: beta 1b fixed glass on last point.






