So after the disaster that was yesterday's imp I think I've learned the importance of flank routes. So now, to that extent, there's now a secondary route that goes through the left side to avoid the Choke of Doom™ ! (Once A is captured)
Right now the whole flank is kind of open, not sure how good / bad that is yet.
The "sniper room" can also now be used as an alternate flank too, since that seems to cut the pointlessness of that area by a lot.
Other notes:
- Attempted to texture just a tad so the inside of the cave is no longer hard to look at.
- Reworked A, gave a slight height boost on the RED side and (hopefully) drastically reduced Sniper sightlines.
- Probably other stuff I forgot about
My key concerns that I want to know through more testing:
- There are two spots on the map I marked with a maintenance report decal. I think there might be a bad sightline somewhere in the way back right area near second point but I'm not sure how bad it is yet. If it's bad I want to put another flank that way to allow BLU better flow. I didn't implement it this update because I still want to see how bad the main choke (if it even still ends up being the main choke) is.
- Is the flank too open? Does it need the blockers before A is capped?
- Is the one-way door all that necessary? I intend for it to at least be a slight challenge for BLU when pushing in.
- Does B need work? We never really got to it on offense in the imp for rather obvious reasons.
If anyone plays / has played this map, please let me know if there's anything I can do to improve! (Please don't be like that guy yesterday in the imp who was sending death threats.)