A Payload/Control Point mashup!
Sawmill Beta 5 is available!
A Payload/Control Point mashup!
Sawmill Beta 5 is available!
Valve stole your map name! :O
Great concept and use of Alpine materials. Off to a great start.
I would be happy to discuss this further. I'll send you my contact info soon.
GooD map!!! I like the idea to cap points and push the cart) I think you should use trainwather on C and D cap points. And plz mark capture area on A and B points with decals)






We played several 15v15 rounds of this on 2f2f. The change in gameplay was very welcome, but a few balance issues remain that prevent it from being suitable for our rotation:
1) Allowing the cart to be moved forward while A and B are uncapped dilutes the action too much. I'd recommend either preventing the cart from being moved until either A or B is capped, or add gates that further limits how much the cart can move until the two points are capped (e.g. add another bridge-like thing between the bridge and the cart's starting point).
2) RED's spawn exit on the lower level should be shut off as soon as A and B are capped. In its current form, it's too unfair for RED to be able to duck in and out of the lower spawn or to flank BLU.
3) Though you may be hesitant to do this, the final area is far too difficult for BLU and the entire 2nd story area in front of RED's spawn should be removed. At the very least, BLU should have an easy path into the 2nd story area. In its current form, RED can easily control the final segment of the cart's path with very little effort and virtually no recourse on BLU's part. I strongly favor removing the entire area though (and you can flatten the 2nd-floor exit from RED's spawn).
Please PM me with a link to your Steam Community page. I'd love to discuss balance issues further or have you observe a large playtest.






Looks good. Will test it and grade it. Sounds promising.
Really good idea I will need to test it but looks like you did really good. If I find any errors I will be sure to tell you.