A0 got two tests!
General assessment:
-the geometry itself appears accommodating enough for all classes to fight around
-while scaling doesn't seem to be a problem, some areas are a bit cramped
-consistent criticism about how complex and unintuitive the layout is
--part of this I can put down to routes splintering and reconnecting instead of forming their own flow
--there is also a little bit too much stuff; of particular note is the roof of D, which was barely used and mostly served to confuse people as to its existence
--a specific example of the intuition problem is red's route to A vs B, especially when blu captures A and you have to turn around to go to B
--Defcon specifically pointed out the use of constantly varying angles; while some of these are just stand-ins for more organic displacement work rather than sharp angular work at A, the criticism especially holds for B
-on a more macro level, the flow of games doesn't feel problematic; points are held, but not too strongly, and each round mostly had a rhythm going on
--red has a far more powerful forward hold on B at the choke than I'm comfortable with; blu doesn't have much gameplay space to hold
--blu is funnelled into the tunnel at C, when they should be directed towards the upper area
-pickup placement seems adequate
-spawn times, using the prefab defaults, aren't glaringly wrong
-general conclusion: remove/combine some routes with a focus on intuitive flow, open out areas more
-further conclusions about pacing and the like shouldn't be made from two tests totalling 6 rounds, get moar data
-am hap
Layout changes:
-remove unused/barely used areas: building on A point has had its upper floor removed, the drop-down and wall jump routes on B are removed, access to roof on D is removed
-simplify routes: the B flanks have been entirely redone and separated into two distinct simpler routes, the long open route on C has been removed and as such so has the one-way door to B
-make less cramped: removed most/all of A-spawn structure so that area outside blu spawn is now one big arena, widened A cliff route, the upper rock-arch area and its routes have been shifted towards blu spawn ~192Hu to add more space to the point area, the areas from A going into B have been widened, the staging area for blu going into D has been simplified and widened
-make more intuitive: signs and a new route have been added to make it easy to know where to go for A and B, especially after A is capped and you're stuck behind the big door; the area just after B has been simplified to make going to the upper area simpler, B point has been smushed around a little to add more prominence to the side route rather than the cart path
Other:
-erk got stuck in red's spawn door/no entry sign after B was capped; extended the teleport trigger to fix
-added rope to make it clear the bridge is clipped
-moved a few pickups around to be more noticeable
-added some triggers to the signs that spawn so they only become solid when no one is inside them