realistically i think this is the most i can update this map based on feedback just from looking at it alone, if anyone is able to get a proper match on this map lmk and send me the demo and any other recordings i'd really appreciate it
control points
- moved the first control point to just outside the house to make the house itself a bit less of a meat grinder and make it less likely that teams run out of time at the start of the map
- this point no longer pushes back to their last spawn when capped
- added an additional control point in cave to to make the map flow better
- this point now moves red back to their last spawn when capped
- shifted the third point slightly back to make the distance between second and third longer had i not done this
- this point now moves blu to their forward spawn when capped
rooves
- all rooves are now displacements, this should make them much more friendly to rocket jumping soldiers, so rocket jumping and doing cool bombs and stuff should be more encouraged now
last
- reworked the right side of last to be easier to move around in and more fun to play, no stupid fence in the way, med has good vision over everything, ect ect
- added a ladder onto the roof on the left side that should allow medics to play there if they see fit
- probably will end up reworking the left side as well because the roof isn't super interesting but for now this should improve it substantially
minor changes
- added a rock to the side entrance to cave to stop soldiers and snipers from hitting dumb crack shots through the gap between the stairs and the wood platform
- should hopefully also be an interesting place for demos to trap that makes the map more unique and interesting
- made the middle entrance on second a shutter to stop soldiers from being able to spam so far into lobby from the satellite house
- added a tall shack on first to make that area look less empty
- added a rock against this fence on last to make that area feel less empty
notes
- i wanna rework first so that it feels less empty and maybe easier to hold but that would mean reworking major bits of geometry in and around it and i don't wanna do that if i can avoid it
- was considering a mechanic where perhaps the cart could fall back behind an already capped point but only for a certain distance to promote red 'taking ground' back a bit but if it negatively affects peoples' enjoyment of the map i don't wanna
- might make a test version that has this mechanic and no other added features once this map is tested to see if people prefer that or not