Updating ctf_snowytrail
June 2, 2026 [19:52 GMT+2]
To continue rolling the ball, I'm gonna throw out a quick update.
Yesterday, pretty much some time after I've sent out the last post, I booted up some TF2 with a friend to play on a TF2 server I've setup. We've played around on some of my maps, specifically ctf_snowytrail and we've had alot of fun. But after a bit of playing he suggested I should update the map, and so I did. I just finished up the update which you can play right now.
There's not much, but I've:
It's not much, but I think it solves some issues I encountered while playing the map and 1v1ing. And you know what? I'm feeling generous, I'm throwing in a Fun Fact: Originally what I had planned was to instead of adding a little room with the teleporter, I was gonna add a spiral staircase leading to the tunnel in the ravine which you could use as a flank route. But I've gotten a headache trying to make it work because of the weird-ass geometry, so I opted on scrapping the idea. In the end I think that was the right call, as a flank route wouldn't stay true to the 1 vs 1 tug of war spirit of the map.
Yesterday, pretty much some time after I've sent out the last post, I booted up some TF2 with a friend to play on a TF2 server I've setup. We've played around on some of my maps, specifically ctf_snowytrail and we've had alot of fun. But after a bit of playing he suggested I should update the map, and so I did. I just finished up the update which you can play right now.
There's not much, but I've:
- Optimized the map a bit
- Added an anti-stalemate teleporter upon intel capture
- Changed mid layout
- MeeM
It's not much, but I think it solves some issues I encountered while playing the map and 1v1ing. And you know what? I'm feeling generous, I'm throwing in a Fun Fact: Originally what I had planned was to instead of adding a little room with the teleporter, I was gonna add a spiral staircase leading to the tunnel in the ravine which you could use as a flank route. But I've gotten a headache trying to make it work because of the weird-ass geometry, so I opted on scrapping the idea. In the end I think that was the right call, as a flank route wouldn't stay true to the 1 vs 1 tug of war spirit of the map.