again one of the biggest issues with the map was the amount of time it took to walk from a spawn location to the actually battle. I added in a forward spawn for blu after capping the first point (which was highly recommended in the feedback). Also spawn timers were an issue. Playersdidn'tt like the long waiting time between lives, especially for a medieval map. I looked at detrootkeep spawn timers and they are very low. blu is 0 sec and red is 3 sec. I'm going to try these times in this next version, though spawn timers are an important aspect of balancing payload so I feel will have to tweak the them in future versions.
In the 2 playtests that happened I did not see a single sniper go on top of the gaurd tower's sniper deck. maybe because its not the most obvious route to get there. So I more direct route, a ramp right outside of red's first spawn that leads up there.
- added forward spawn for blu when the 1st cp is captured
- increased setup time by 20 seconds (now 60 secs)
- added more arrow signs
- simpifyed blu's 1st spawn
- Changed red's respawn time from 9 seconds to 3 seconds
- Changed blu's repsawn time from 3 seconds to 0 seconds
- added a ramp for a more direct route to the top of the gaurd tower
- increased speed of gaurd tower gate
- made sound of moving gate on gaurd tower to ambient_generic and lowered volume
- added staircase near the fountain for a more direct route for the red team when they are coming from there 2nd spawn location
- added lots more health/ammo packs around the map
- platform/stairs connecting to stairs that lead to gaurd tower sniper deck
- removed bottom sniper window room in gaurd tower
- removed route that lead from the inter gaurd tower to the town center
- better water texture