Well, I expected this to take a couple of days. But I was hit by quite a bit of inspiration earlier and spent a good couple hours mapping. The result is practically a new map, and a much improved B.
Changelog:
- Redid the entirety of the B point and the connectors from A. The new point has more options and height variation, as well as being a bit easier to defend without having unbalanced teams.
- Redid Blu spawn. The old spawn was functional, but oversized. It also had a habit of splitting teams up more than I liked. The new spawn is smaller and more focused.
- Improved the A point. Added extra cover around the point, and shifted some doorways into the point to make defending slightly easier. Also added a room to the left side of the point to force Blu to commit to pushes.
- Flattened the slop on the A point roof. This will stop players from using the side facing away from Blu spawn as cover. The roof now serves its original purpose as a powerful, but exposed and risky holding spot.
- Slightly raised the floor of the A point room, and slightly raised the sloped roof's height. This just makes it slightly more interesting to fight inside the A point building by adding a smidge of height.
- Set custom respawn timers for both teams. This was a major oversight on my behalf with A6. Blu's is around 5 seconds base time, and Red's is around 9 seconds base time. Times of course will vary by up to double depending on how TF2 feels at the moment.
And with that, I think I hit every major piece of feedback I got in at least some way. Thanks to all of you who played A6 earlier.