While the
feedback from my second playtest wasn't that useful to me, me playing during it did highlight two big things I did not like.
1: The entire far left and right flanks to the mid point that go behind the big triangle.
2: Most of the transitions.
Those big flank points resulted in a lot of players grouping together in there, separating themselves from the main point. It resulted in both teams frequently walking past each other. Further, it seemed to be the route that people walked to the most, despite it taking the longest. Completely removing this makes walking to mid from spawn a lot shorter, which was a common complaint.
Compounding on the long walk times were all the transitions. I cut out three transitions entirely. Kept one intact (the large sideways triangular cylinder that exited out into a pentagon entrance is still there in the exact same spot, but the entrance to it has shifted). And altering three others to accommodate the size difference (the two side routes and lower route into second from last are all basically the same but take less time to traverse).
What happened was that with the removal of the side flanks to mid, I had to shift the 2nd and last over. It's now a straight line from one spawn to the next. This means that the center of 2nd now goes to the center of mid, instead of the right side of 2nd going to the center of mid.
Further, I brought each point much closer to each other, greatly making the central path much shorter to travel, and the flank routes too. The three new transitions are the ones from middle of last to the middle of 2nd, the middle of 2nd to the middle of mid, and the one from the right of 2nd to the right of mid.
First what was once a long narrow hexagonal tunnel that went into a 90 turn is completely gone, as now the points are all closer together that can't be done, and I hated ubers exchanges just sitting in there doing nothing. This is now a drop down that attacking team can only access if they are a soldier, demo or winger scout with some difficulty.
The middle of 2nd to mid transition now leads into a mini triangular pyramid, with the flat side facing 2nd and the pointed side facing mid, but you don't get to see the walls. Each side of the point hosts a small triangular cylindrical tunnel to mid, so one exit out of 2nd leads into two entrances into mid, each behind the two medium pyramids that form the staging ground to push the point from the front.
The right side entrance is square tunnels, much like the left side entrance but shaped like last to 2nd left side tunnel. They lead into the backside of the pile of cubes that I left there, mostly because I like those cubes and they do cover the sightlines that would be an issue from any entrance at that area.
This did mean a complete change of where the mid forward spawn was, which I put ontop of the right side entrance to mid. Kind of like Foundry 2nd. This does mean that engineers are going to have a harder time setting up but there has always been an issue with the team pushed to their last point needing to push out of spawn into easily defended sentries on longer spawn times. Felt odd that the offending team also gets a great defense.
I also made it so you can enter your spawn tied to the associated point and hit up the resupply cabinet that was also placed in them. Though demos, soldiers and scouts are the only ones that can reach the mid forward spawn.
To balance this I made sure anyone sitting inside of them gets teleported out to the new associated spawn room. This should also just be a good UX for players that don't have resupply binds enabled, and to force turtling engies away from last.
Additional misc stuff: Lots of no draw and lots of area portals to clean the map up in certain skybox sightlines and to prep the map for future detailing by starting the optimization now. This map never had optimization issues because of the massive walls it has blocking sightlines, but it's always good to start now.
I also removed all misc orange decals to make it even clearer that orange=cap zones. And I fully got rid of the mix blue/red colour scheme entirely as players will never get accustomed to that since no other map does it.