In this version:
- Changed a small cave area at first ( in theory it will allow for a new and stronger sentry spot there. ( first picture )
- extended the platform at B , so now it gives Blu more cover and the ability to see around the sides easier ( second picture )
- Changed the Health and Ammo placements Around points: B and C
to help the attack or defence accordingly.
- added a force spawn after B is captured so the Red team can actually prepare a defence at C.
- added 2 new rollback zones At C.
- Made the cave flank at C a little more difficult and risky to use. Now its more risk/reward based on the situation.
- blocked a small but rather annoying sightline.
- changed a few things based on feedback.
Notes:
Based on the new changes hopefully Blu will have an easier time capturing point B , I tried giving them more space to move around on the highground and I made this sentry spot on the waterfall still possible but still harder to pull off. People said that point C feels like a connector to the final point which in some way is but I hope I can make it something more than that.
Sorry for the long wait. I had been having a few difficulties lately but I think most of them are done. I will keep working both my maps ( eruption and sharkbay ) and with sharkbay I am finishing things up. Its the first map I ever playtested and detailed properly and It was pretty fun! I hope I can do the same with this map. Can't wait to start detailing this bad boy. The difference this time may be that someone will help me with the detailing. It's my last year at school..... oh boy...