Work on last and stuff...
1st point:
Moved 1st point back to a5 pos
Moved mediums around so deep flanking players post 2nd bleed out easily and post 1st forward hold is discouraged
2nd point:
Added windows that open post b capture allowing blue to gain access to the left room easily
(Might make these windows open at all times)
3rd point:
Moved cover all around
Made arch room super super wide (Like super super super wide)
Cut sniper sightlines, forcing sniper to have to rotate for kills
Last:
Adjusted cover on left and pathing on left
Removed blue speedy rout to player spawn
Expectations from this version:
3rd archroom lobby area is too large
Blue has too many options into c and b
c needs to be more cramped
b back line is awkward because of the watertower and the pathing near it,
forcing players to commit hard or sit in the backline.
last is too large!! omg my sentry should farm players in a cramped killbox all the time!!11
>>Will focus on all these spaces when re-watching demos.
It is very annoying how a lot of red teams play, making these findings quite difficult. 6+ red players w-keying and and getting cleaned up allowing blue to push in over and over again tells me nothing about if a hold is actually viable. Perhaps playing red team is too stagnant and the players get bored.