So I finally managed to take this thing into 3cp. Hopefully also with all the changes I made to the second point area it'll actually be possible to cap second without a steamroll. I plan on taking this to imps / gamedays asap, because I really want to know how well / likely poorly it performs with the crazy height advantage RED is getting for the most part. I'll probably end up changing that if it's too bad. Hey, that's what gamedays are for, right?
Getting some updates in before gameday. There were two things from the imp earlier that I want to see tomorrow:

  • Is Spy too hard to play on this map? If so, how can I fix that?
  • Does the RED spawn door really need to close after A is capped? For tomorrow I'm leaving it closed, but it's something I need to consider after removing the one-way door.
As for changes in the update I'm pushing here:
  • Removed / reduced the angle on a lot of ramps. Shouldn't have any 45 degree ones anymore.
  • Reworked the left entrance room a bit to make it less awkward to climb
  • Removed the stupid rock gap that I left after redesigning first yesterday (sorry bout that)
  • Removed the one-way door to allow BLU more options to get into that left area
  • Nobuilded the roof of the shack near BLU spawn
  • Moved B down to reduce the angle of the ramp leading up to it and to allow both teams to be able to assault it a little better (RED especially, retakes seemed a bit impossible)
  • Removed the lightbulb in the cave (thank you psy)
Updating numbers to be consistent. Also being told I don't need to pack the nav files in. *shrug*
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)

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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.)
Forgot to put in "final control points" warning for the "last" point, which really doesn't need a whole update post but eh.