General assessment:
-overall, this layout worked surprisingly well - players generally found it fun, relatively easy to navigate, and liked the point designs
-the biggest complaints were with the connectors; the thin and choky corridors held back a lot of gameplay
-point Y (the bridge) was far too easy to defend from the W (streets) direction
-the last points for both teams could not be defended; I had thought I'd scaled them similarly to hydro, but attackers were always able to easily cap quickly
-there's a few navigation problems, where it isn't immediately obvious which direction all the available routes are in outside of spawn
-in general, I believe many of the core problems are due to rigidly sticking to Hydro's scaling, causing areas to be more cramped/restricted than necessary
-for this update, I'll focus on tweaking existing problems before making larger changes - I'm not a fan of W, the simple corner point, since it's mostly flat nothingness, and there's a few places where I could probably plop down vehicle props for cover, but those are for later
Layout:
-completely remade red and blue last, as well as the connectors to both of them
-widened XZ balcony route and the ledge below it
-widened lower doorway outside of Z spawn
-added ledge to locker route in Z garage area to make the route more obvious
-opened up the little balcony area on Z
-added another route out of spawn on Z that comes out onto the green ledge behind the stairs
-opened up the tight corridor area outside of Z, and gave it some geometry to not just be a plain corridor
-opened up the small room outside of the garage on the WZ stage
-slightly altered the blocking of the central area to allow more wiggle room
-slightly widened both WZ routes on the W side
-added a vent route from X to the garage, partially to make the X side more aware that the garage exists
-remade X spawn
--now has a little hut instead of some awkward raised area
--lower route and a more obvious route towards W; players would consistently go the long way during XW rounds
-opened up X by moving dynamic doors, players can now always use the alleyway
-remade the YX corridor route; it's now enclosed, and has a direct route to the hut's rooftop to give advantage to attackers
-altered the green slope next to the road ramp on Y; players can now directly traverse the green without having to walk into the meatgrinder
-added a few small bits of cover on Y (which will help attackers, right?)
-added barbed wire to show when jumpable fences aren't jumpable (Y to Z has two of these)
-raised the road on Y to smoothly fit with the pavement instead of having an awkward kerb
-added a tunnel on Y that goes behind the defenders
-widened the upper YW route
Balance:
-edited pickups for the central area; instead of 4 pairs of small ammo and health, there's two of each
-moved a few pickups around idk
-enlarged Y capture point
Other:
-added the map overview to the start of rounds
-fixed a few world brushes that had skybox textures on their sides
-moved some of the dynamic signs to make players notice them more easily
-added secret debug room to remove dynamic doors for fb rounds