Trying to make it so it's easier to take the point now after an initial cap, so the match isn't so one sided. Hopefully my changes help.

-Reworked the map's cliff-side flank by killing the divider building between mid & the flank. Now this ground offers open highground over the point in exchange for less cover to get around.

-Added some highground on the transition routes to mid near the map's connector section. This should help teams watch connector and spam out the point, while being a tight enough angle to hopefully be contestable.

-Swapped where the mid cover pylons were located to the other side of the little block-out thingymbobs to try and block sightlines further going into the back flank

-Added some larger cover by connectors to also block the sightlines from the backflank

That's about it really :) Got distracted with other stuff which is why this version took a little bit to make haha
Minor tweaks since I couldn't really think of too much to do based on the established feedback so rather than a3's layout overhauls this is more just experimental layout changes to ensure the map has less hard-rolls after a mid capture.

-Changed main's transition route to be higher up, giving the attacking team free equal highground to the point upon exiting, hopefully to make it harder for the defending team to push up to after a mid capture.

-Changed one of the spawn transition routes to exit further into the team's frontlines & to be at a new 45 degree angle to divide up the exits further than they were previously, stopping centralized camping from occurring if the defending team push through the mid transitions.

-Simplified the balcony area further to remove "fluff", while allowing for more movement options on generalist classes.

-Fixed an issue with a ramp slide bug thing at 45 degree angles, yeah.

-Gave each team's side flank more highground and moved the health & ammo behind cover to make the spot easier to hold.
-Made mid brighter based on a3 feedback
-Extended out 1 clip brush on both sides of the level as you could still stand on top of a piece of angled geometry which was meant to be clipped off.
-Down-scaled the map even further, this means the spawn-yards are now smaller and so are the team backyards in favor of helping teams reach mid within a reasonable amount of time & to help focus the fighting.

-Consolidated the balconies over mid into one (tighter) balcony space and made it faster to access.

-Consolidated main & the flank that went down to cliffside into one main route with two exits. Should hopefully both provide more cover for the attacking team while also allowing the cliff flank to be contested from the same spot.

-Added more ammo pickups.

-Removed the highground balconies at the mid point due to them being too hard to contest & providing too much space for classes to use to back up to avoid damage. These have instead been replaced by a corridor connector for cover from the point.

-Replaced the previous 2fort fence props on mid with brush geometry for cover.

This is because the previous 2fort fence props could potentially, be used by Soldiers to gain an easy hard to contest (without hitscan) perch spot, and then gain an instant dropdown for free cover. The new brush cover should instead still provide the highground benefits but with it being usable for more classes & making it easier to contest with splash without giving Soldiers such an easy out.

-Made the size of the capture zone bigger so players can have more space to avoid damage while contesting the point.

-Swapped the cylinder cover & the point on mid so the cylinder can provide cover from the cliffside for anyone on the point. Also helps to try and prevent spam across mains.

-Cliffside has been condensed heavily to one balcony all players get funneled onto via this route.

-No more frogs I didn't really know where to put them this version.
Shouldn't have taken me a month but I easily get distracted

-Downscaled the map according to feedback so more players will get funneled to mid, rather than the point itself being a suggestion. (Removed bathouse to achieve this goal for a tighter focus on the back-flank instead)

-The backflank has a brand new raised balcony with ramps for all classes to get up to it and use it, leading to it hopefully being a hotspot for people holding the point and attackers attempting to retake it.

-Raised the transition route balconies and added additional cover to stop silly sightlines from occuring.

-Raised the highground that was previously outside of bathhouse and moved it closer to the point to try and make the point itself easier to retake after an initial capture.

-Opened up the interior to the balcony building so both balconies can be connected to via this one room for players to use to reposition.

-Changed up main to make it easier to push out of by moving where its exit is and allowing it to open up onto a raised platform.

-Modified some spawn yard transition routes.

-Added a few additional pickups for the new route connectors.

-Frog emoji

-Remembered to mark the size of capzone thanks to feedback

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