CHANGELOG A18:
I'll use screenshots to communicate the changes this time.
I finally went ahead and changes the stupid ramp rock to a neat displacement instead with a small hoodoo friend. Players really didn't find the "rock ramp" inviting, so I figured this might help. I also added a door to show that it's actually a secret entrance(tm) to somewhere, explaining the vent.
That building got quite a large change to it. I had removed the entire lower room and decreased the size of the building and the "ramp hoodoo" next to it. I also added means to access that high ground via ramps right next to the main entrance to mid.
The goal of these changes was to make that flank much easier to access for the defenders, and to generally increase flexibility in routing. The removal of the bottom room also gets rid of another route for defenders to keep an eye on, which should reduce the amount of goons slipping into your base.
As far as the other side goes...
The entire lower area that used to lead you to the lower room has been changed to house some water instead. I originally toyed with the idea of making that a deathpit instead, but went with water as an alternative. I think it's cute.
Overall the changes make approaching from main with the JACK less of a stupid choice as swell. Will you go frontal? Left high ground? Right ramp? You sure have a lot of options.
This door has been changed to a one way. Enemy players pushing from this flank had a strangely effective way of just going to your spawn instead of the goal zone fight pit. No more.
While I'm at it, the spawn has been changed a bit as well. What was previously 3 frontal exists and 3 "spawn groups" has been changed to 2 frontal and 2 spawn groups.
This is a change I am less confident off. It's a "window" to the room that leads up the top rope of mid which you can access from this flank. The goal was to once again give a bit more flexibility for people going from the goals to mid from this side. It's a change that primarily benefits defenders pushing into mid...
Since this window cannot be accessed without mobility tools from the other side. I don't know if this is a good change though. It feels a bit swiss-cheesy. We'll have to see.
Lastly, we have this change. This side is now a "defender only!" high ground unless you have mobility tools. It robs the aggressors a route into the defending team's base unless they have mobility tools and gives the defenders a clear ground to stand on when trying to push back to mid.
Another big change that doesn't have a screenshot however is that I have removed respawn scaling based on the JACK being within a team's base. I think that kind of stuff makes sense for the more vanilla-esque PASS Time maps (even though it should still trigger only after n seconds passed, not instant) but for Smalltime it was a pretty clear blunder. It didn't help aggressors a lot and let to a slow bleed of defenders instead, making it harder for them to push out.
Outside of that, there were various smaller changes/fixes not worth noting.
Let's see if these changes are dogshit or help the map out. Smell ya next imp.