General assessment:
-first time played with a lower playercount
--rounds were quick initially, but after a while both teams got an engineer and the rounds lengthened
-interestingly, without the stream of enemies coming from doorways that told you where you needed to push, players got lost somewhat easier
-in this test at least, the spawn move on the Stairs point did orient players how I wanted
-red last got played; notably, red almost entirely ignored the rightmost route, which hampered their attack
-blue last got played; blu didn't put up a great defense, so they kinda just lost
-I think next version will be the last before beta, not seeing much I can change (or want to change) regarding layout. It's very imperfect, but wrangling tc es no bueno
Layout:
-remade the staging area outside of blue last; it was too boxy beforehand, now it's needlessly complicated like the rest of the map
-added 3 whole cars to the hospital point, breaks up the large flat area
-added more space to the square room on red last so that attackers have a bit more space to hide behind the doorway
-added a railing to the platform next to blue last so that players can directly jump up to it instead of going around
Balance:
-added a small ammo pickup to red last staging area to make it really really obvious that the balcony is playable area and leads to more routes
Other:
-potentially fixed a weird compile error I had; sometimes points could not be capped, and I seem to have narrowed it down to the setup time on the two last timers; instead, they're now set to zero, and get set to 44 by a logic_auto one second after the first round starts. Makes sense!
-the fan on blue last has been changed from a func_rotating into a func_door_rotating, which seems to have a higher threshold for being blocked by players
-removed the ladder I had to emphasise the drop downs on mid, a lot of people thought it was a usable ladder lmao
-added a few more dynamic signs
-fixed a dynamic sign that only started appearing after a specific round was played
-added lighting to the area between hospital and bridge
-added lighting to stairs spawn
-made the train's light larger