This will be my last update before the judging period. There's still work to be done: there's some jank in the logic I need to smooth over, and detail is lacking in a lot of areas. For the map's fifth version, though, I'm content.
Changes:
Moved the locations of some healthkits and downgraded several.
Reworked spawn: pathing should be more intuitive and more visible. I wasn't happy with how I was directing people, and think this new version will feel better.
Changed the Australium route: this door was unintuitive and frustrating. I think this area probably needs a little more work, especially getting rid of the fall damage from the drop-down.
Additional cover has been provided along the Australium flank to account for old sightlines.
The middle is now a bridge! That weird mound that separated the teams' forts has been turned into something much better resembling a thing. I modified some ramps to feel better and to accommodate this change.
Cover along teams' walls is now see-through, improving visibility.
Added a (hopefully functional) forced respawn for the team who loses the initial fight for the Australium.
There are now more easily accessible paths to the second floor of the keep, which should allow teams to be more competitive on the lift. This paired with the forced respawn is intended to make fights more interesting after the Australium is taken.
The platform above the keep's portcullis is now wide enough that players can drop down.
Added geometry to avoid an accidental trapping of the Australium when the capture area's doors open.
Known issues:
Prefab logic is issuing the voice lines for the wrong teams. I'm looking for where the issue is.
Death pit is not communicated particularly well.
Some clipping is missing (clip brushes at 45 degree angles refuse to merge their vertices, it's really annoying!!!)
The siren is loud and kind of annoying. I'll look into fine-tuning it as time goes on.
Travel time to the lift feels too long for the team at a disadvantage. I'm looking into ways to minimize this.