turns out i forked up updating this bad boy
Shuffled some health packs around (in hopes of making it harder to defend)
removed some flanks + (hopefully) improved health placements
the logic should now work perfectly
I removed all of the issues everywhere and there wont be a problem ever again
I took the main complaints about my old version, mainly that the map was too large and tight, and ran with it into the other extreme. This map is now very open and short, but still has enough complexity for an engaging game i hope

I put the respawn wave time for the defending team way too high to feel out which values are best, i think its best to start high in this case so there is at least a back and forth

I am struggling to find a good use for the dungeon. cutting it is entierly possible, however, it gives a fun flank route to the enemy backline, so i think ill keep it, even tho it wont be used much

I also added a timer of 15 seconds before the intel spawns, so that scouts dont have such a huge impact. a heavy can comfortably reach the intel and see it spawn.

Attachments

  • Areal_View.jpg
    Areal_View.jpg
    263.9 KB · Views: 54
  • Basement.jpg
    Basement.jpg
    270.3 KB · Views: 47
  • IntelArea.jpg
    IntelArea.jpg
    235.1 KB · Views: 51
  • Spam_Room.jpg
    Spam_Room.jpg
    214.8 KB · Views: 53
  • Level_Overview.jpg
    Level_Overview.jpg
    327.4 KB · Views: 46