An alpine themed Payload map with rollforward, rollback, and dynamic gate elements. BLU must assault RED's base to uncover their hidden explosive stockpile and disable it.
CP 1 and 2 both have gates that BLU must destroy when they cap the point in order to proceed.
In my first TF2 project in almost two years I'm creating a PL map, something that I never made before when I was actively mapping. The build time for Vesper was about 3 months for the TF2Maps.net contest. One of the main goals is to make a Payload map that doesn't have a lot of constricted hallways and spam trap areas while still being defendable. I feel like this is a problem with the game mode, especially for light classes like Scouts.