Hello again—friends, family, and haters.
I set out to create three maps for the broz_ lineup, and this is the second installment: Wasteland. I haven’t seen many competitive maps that lean into a Fallout/Nuketown-style aesthetic, and that gap is exactly what this project aims to explore. The map is currently in beta, with additional visual detail planned once the gameplay proves fully sound.
rspeeds, rspeeds, rspeeds.
That was the recurring issue on Trainyard. I needed to step away, reset, and start fresh before revisiting that layout—and it paid off. Rspeeds are significantly improved here, capping at around 1000. A solid W for Tini.
Gameplay Philosophy & Design
Minimal reliance on “speed jumps”
Designed as a two-flag, tactical brawl, centered around an interconnected tunnel system with multiple routing options
Strong thematic influence: wasteland scarcity, scrap-built environments, and guerrilla-style engagements
Coordination is critical on this map. The layout is intentionally structured to enable multi-route pressure, encouraging teams to create 3v1 scenarios and coordinated flag grabs. Mid control is highly impactful, while the side lanes exist to apply pressure when mid becomes congested or heavily defended.
Attached are the .map file, .bsp file, and screenshots.
Let’s get this on servers and start running it.
Known Issues / To-Do
Skybox is interacting oddly with certain walls
A few brushes are protruding and need cleanup
Feedback and playtesting are welcome.