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whilst i cannot prevent people from decompiling a bsp and editing the resultant vmf, it is not something i'm keen on as this would just lead to confusion on which is the 'proper' version. plus in many cases (such as canyonfodder for example), i have had plans for editing the layout that i may one day want to come back to.
it's been a long time since i worked on any tf2 map (i think many are like 8+ years old now?!). whilst i can't say i'll never go back, i have kind of moved on from map making in general. I'm glad to hear that people are still enjoying some of my maps though, that's what they're there for after all :)
as for nordhaven and autumn twilight - whilst asthetically interesting, both of these maps are poorly balanced and in nordhaven's case the layout means it's very poorly optimisable. nordhaven was more an experiment in a nordic/winter theme than an actual serious attempt at a map. alas, i never got around to developing an interior theme, so it remains an unfinished experiment.
gothic actually already had a halloween version (although that was before i redid the A-D connection) including support for the horsemann. i believe it was part of a 10 map halloween TF2maps community map pack (including an older verion of deceit as a halloween map too) released around 2011-2013. as far as 'release candidate state' goes for gothic/undercrypt, i cannot really say that they're not, except that the latest releases never got enough soak testing for me to be confident of their balance (especially undercrypt's mid point, gothic's B point, etc). i guess it's a case of what you have now is the best it is, at least for the foreseeable future.
Also, do you have any intention of bringing Undercrypt or Gothic to a release candidate state? Some people I talk to on a regular basis are interested in seeing the map finished. (Maybe it could get into Halloween 2022 or 23 >:D)
I also would like to ask, on behalf of other mappers who may be interested in this, about editing your maps? (ex: making a halloween version of Canyon Fodder) Generally people like to ask before making reskins/edits to community maps. Are you okay with people doing that?
hey there, what did you want to know about the older maps?
The bad part seemed to be the mid point. We kept fighting at it all the time. The height difference is huge, and favors only demomen, soldiers and snipers as they are the only ones who can travel up and make use of the upper ways. The mid point was also kind of cramped and small.
The another problem was getting off from mid point to next forward one. There is 2 pathways basically in and out right next to eachothers. Maybe you should try to imagine something and make it easier to push at the 4th point. Perhaps separate the 2 routes from eachothers. It could be that this was just inexperience of the teams but this is what came up.