I made a few changes (still need to test them). They will be added in b1.
http://dl.dropbox.com/u/3300848/tf2maptests/tc_ramparts_a50006.jpg
The hallway is loooong!
I have changed it so you no longer can look that far. Shouldnt change the gameplay too much there but at least makes it more like seperate sections.
http://dl.dropbox.com/u/3300848/tf2maptests/tc_ramparts_a50007.jpg
This flank route is just overkill
I have added an overtime system. By default this route is now locked. On overtime it will open and that should be able to solve the issue if people sentry camp too much.
If even this doesnt work i might have to add a system like in panic (i dislike that system though even though it does work to prevent stalemates). This system should now at least promote attacking as it should be alot easier to counter sentries.
Not only that, i have made it so that you can no longer see people coming out of the spawn. this should allow them to surprise you from below a bit easier.
*There weren't many sentry spots in 1st stage.
*I felt that it is very easy spawn camp in 1st stage. I could be wrong though...
The new flank route was the couse most likely. That route was ment to stop 2 overpowered sentry spots. They generaly shouldnt give massive issues but if they do the new flank route might be ideal to stop that.
http://dl.dropbox.com/u/3300848/tf2maptests/tc_ramparts_a50010.jpg
+huge dick blocking teh way!
It was something ment to block the way... nice that you found it look like a dick (in fact, now you say so i agree). i still want to block the way but havent found out how to yet.
Also fixed.
Apart from that, try to get the entity work in soon so it can be tested as a TC/PLR and not just a PLR. The difference could mean a lot in testing.
Its already fully working. the problem is the lack of an overview map and the areas looking basicly the same due to all being dev couse the TC system to fall away. im aware of that.
Im also carefull with dynamic entities. I want as least as possible of them to be able to add a 5th stage. a 5th stage will truly result in a map that feels TC'ish. And there are 2 ways how to do that: 1 stage reused for both A/D rounds or a diagonal stage resulting in just the center having 5 cps.
I dont think i can add a 6th stage though (or i overdid my job of reducing entities). a limit 250-300 dynamic entities per stage isnt that bad already but its also not alot. if i can get it to about 200 per stage then i can do 6 stages. But dont expect me to use that little. If i have about 200 left in the end i would prefer to use it on details alot more.
Maybe when the map is far enough i will do a poll to let people decide what they want.
The stage A vs B I think should be rotated, so it ends up like:
http://dl.dropbox.com/u/841648/Feedback_imgs/ramparts01.jpg
It might take a lot of work, but the transition from mirrored to symmetrical is confusing between different stages.
Will work on that stage next, im thinking about extending the tracks in the tunnel a bit more and have the crossover just before the first slope. Again, ill have to do some trial and error in that stage.
EDIT:
What you think of this:
And another edit... i could make the slopes 2 very long ones like i pipeline instead 2 shorter and 2 long ones if that plays better. I chose 2 small ones because 2 long ones can give quite some stalemates.