Midwest Mills is a milling company being used as a front for RED team and hiding some kind of sci fi power source device that BLU really wants to destroy.
Layout, detailing - megapiemanphd
SFM beta props - Valve
Sinclair signs - Blaholtzen
Semi truck and trailer, forklift- FGD5
Husky, dog bowl, dog treat - Dr. Face
quicklime sack edit, bathroom signs, nucleus particle edit, large grain sack - Zeus3005
Download the map here: https://tf2maps.net/downloads/midwest.8710/download?version=28610
TF2 maps Thread: https://tf2maps.net/downloads/midwest.8710/
So it’s not exactly where the sniper is standing in this picture, but in this spawn there’s an area by the bags where if you spawn there you get stuck.
From speccing just part of this map, 3rd seems like a pain to push with only two super choky routes and a sentry very difficult to dislodge. Maybe adding a new route that ends up by the granary last type
this sniper spot is broken
2nd and 3rd is really hard to push. Maybe add an additional point.
@vibeisveryo das me! In all seriousness though from that spot it was way to easy to lock down both chokes because you can snipe over the fence.
second basically has to be pushed with 2 ubers, maybe put the point closer and add another point between second and 3rd so that this isn’t that big of a problem. Also restructure 3rd so that there’s more than 1 very tight choke to push from
Basically what’s been said already - that pushing points are very difficult due to close corridors, lack of space to push, and how close the alternate flank paths are. Also a couple broken sentry spots such as under the stairs on 2nd and on the big pipe on 3rd - where, if placed on the back of it, explosives landing on the front do little to no damage to the sentry.
RESPAWN TIMERS PLEASE. blu’s timers are like twice as long as they should be. As it is now, an even exchange where both teams lose the same number of players just ends up in a reset, because blu doesnt get anything off of it.