Version b0h featured different transitions from 2nd to mid. Blue side had them and red didn't, but after 4 rounds of testing players couldn't tell which one was better, so I got another round of feedback from B4nny for this map. There is a lot of large changes here so I ended up going back down to an alpha instead of a beta, as the series of b0 versions were meant to mainly test the new textures.
This led me to use the connector on blue's side for both sides, and to rework how the pyramid transition connected to mid. The goals were to simultaneously make it far more open and to prevent sniper sightlines. Making the inner pyramid much larger and then opening up the sides of it while blocking the front accomplished this goal, and removed the complex geo that was there originally, and gives a clean and safe place to retreat to cover, something that was sorely lacking.
The 2nd bit of feedback he gave was that there wasn't really a good way to fight the point from a mid distance. Putting a ledge on the new forward slanted wall that blocks the pyramid transition sightlines gives a bit of height over the point, and I removed the boxes and mini slope that created effectively a valley directly in front of the point. Instead it is now a large smooth slope to the point letting you fight from much more different distances and approach much easier, and makes that area not so deadly.
Speaking of deadly valleys, the one area that was a struggle with the map since the first time I reworked this map based on B4nny's feedback has now been solved. The area inbetween the highground granted from the stepped stairs transition and the pyramid across the way from this transition entrance was a massive death valley. If you fell there as a medic or a support class or even if you were weak you were just dead as getting back up was cumbersome and there was no solid retreat options from there. The new larger pyramid transition helps with the retreat options but it didn't prevent how often falling happened and how bad it felt. The fix was honestly really simple and a big eureka moment for me. The slope that connected the lower portion of mid to the entrance of the stepped stairs was simply made much bigger, such that you had plenty of space to move about and dodge on it, and as a medic you could stay on this platform while healing your heal target that was approaching the pyramid and could safely fall down when they started to push down the other side of the pyramid. But it being bigger meant that you could actually jsut jump to the thin platform with a mini healthpack that overlooked the point.
These thin platforms have also undergone a change. Everyone of them used to have 2 fences blocking the front of them meant to be a safe place to stand. Frequent complaints about how they obstructed the game meant that I had to consider removing them. Previously this wasn't possible as they blocked deadly sniper sightlines but with the change of the pyramid transition I can now remove half of those fences so they are far more open. And I also made them not fences but walls so you can't see through them so you can play with them more.
B4nny had said that the connector that was made to connect the V transition to the pyramid transition was a place that could hide people quite easily. So I made a slice of the wall into one way glass so people pushing into 2nd from mid could see people in this connector easily. It also made me think that I should add a ledge across this wall just as something else to attack the transition with, since the connector made defending team also have highground over the transition.
The stepped stairs transition also received flow improvements. From clipped walls to overall raised ceilings across the board, makes it possible for a soldier to rocket jump through this transition. It's still a challenge however and I think I like it being hard to do.
The prism like structure overlooking the packs just outside of the 2nd side of the stepped stairs transition was shifted over a bit to make flow better.
Previously blue side of the pyramid transition had a one way glass distorted window that overlooked 2nd. This has been inversed such that this glass now looks into the pyramid transition from 2nd. I did this because there are 5 exits to watch on 2nd so having more visual info to effectively make it 4 exits to watch instead should be better for defending team.
Cap times on mid was lowered from 8 to 7, and the respawn time reducer for owning mid was increased from -2 seconds to -3 seconds advantage.
Another set of sloped prisms was added in the lower transition from 2nd to last, just to give that corner something. Further, there is a small ledge right above this transition that runs along the wall. I have smoothed out the wall to make that place much better to navigate and made the ledge slightly bigger.
Last has received a vertex overhaul, basically everything has been shifted/cropped/resized a little bit to make everything connect visually smoothly.
Finally, nav_mesh has been added back in. A lot of work has been done to get it fully functional and now bots should feel like they flow and play a lot smoother. Also there is a lot of engie bot hint locations so while they still struggle they don't pace around in spawn anymore.