Preface This is the 28th installment of my mapping career entitled "Days of War, Nights of Love," (mapname crimethink.bsp). This name actually has nothing to do with the map, it's a book I've read – an anarchist manifesto. The title, obviously, "Days of War, Nights of Love," while crimethink refers to the authors themselves who actually go by CrimthInc, but I figured no one would remember that. Great book, I encourage anyone who is interested to read it and that is mainly why I made that the title so I might spark one person's interest. The title also includes "thanks to Patriot," because he drew out some of the base area before I started making the map. The map itself is quite large as you would expect, it extended from the very top part of the grid to the very bottom. There are three ways in the base to the flag and two ways from the base to the middle. The map supports 8 versus 8. It has an outdoor arctic setting during the daytime with water that, interestingly, hasn't frozen. Bases The bases are the largest part of the map. Surrounding the flag is quite a bit of water that varies in depth. Don't fret; there is a strategic purpose for this. The main way into the base is considerably shorter than the second way into the base. Immediately one would take that way as a means to get to the flag the quickest, but the shorter way not only provides a lot less cover from defenders, it is also much easier to get stuck in deep water, in turn, slowing one down. It is possible to bypass all the water though, if one is a proficient double jumper. The second way is a little bit longer and also somewhat off course from the flow of the map making it undesirable, but it provides much more cover from defenders as well as a jump allowing you to get on a portion of the walls near the flag area. This is incredibly advantageous to the attacker. So essentially you can go the shorter way and risk being shot or slowed down easier or you can go the longer way and have a better chance at fragging any campers. The third way is a sort of backdoor. You can double jump into it from the beginning of the second route much like the castle1 backdoor. You can also access it near the end of second route when you near the flag, but if there are any defenders they will most likely see you go in there. I have surrounded areas on the walls where I allow people to get on them with clip brushes limiting the space one can run around on the walls. Also I have placed some rush spawn points, two to be exact, near the middle where you can only grab co2 a gun and a barrel much like the rush spawns in SandTrap.bsp. The last significant thing in the base is the tower. Towers This tower is arguably the most detailed tower I've made. It is quite large with many sloping and angled brushes. There is a great spot with two windows that is actually on top of the walls where you can see people coming in from the middle. It is outlined in a blue or red brush to aid people in knowing which base they are in. There is a secret involved with this tower, and if you figure it out you'll find a little present where it ends up. The Middle By the time I had finished one base the map was so large I knew I was going to have to make a small generic middle. So if any of you see the middle and think I was slacking off or something, it's because my numportal count and patch count were so high that I had to conserve as much space as possible. There is a high route and a low route in the middle as well as a separate sort of ‘cave route' to the base. I added this second route, ‘cave route,' in an attempt to discourage any sort of bottleneck camping. Beware of the small pond underneath the bridge, you can get stuck in it, this is why the bridge is there. You can get very, very, high off the sloped surface to the low route. If you start from your base and jump all the way across the low section in the middle you can launch really far. - DirtyTaco