Kiwi:
A5A isn't the time to be chasing floating door motors, just saying
More doors on ground level would mean BLU has more ways back into the spawn, and with the resupply lockers being so close, it'd be a huge spamfest right at the beginning.
I'll do something about that.
Fixed in a5a.
Stick:
I was running around right after the compile and I noticed that, too, but I just couldn't be arsed to change it. I'm considering adding a hole to the roof from RED's side and make the whole thing jumpontoable.
I originally had a door in from RED's side, I have no idea why I removed it :x
That one is pretty damn annoying, I'll probably follow your suggestion as to the area around B; I personally hate that point, so expect it to change numerous times.
Will consider this one.
What do you mean? The fence collisions are a rectangular prism that goes from pole to the end. Those bits are nonsolid.
Will consider this one.
This one doesn't concern me that much - it's not that game-changing, and some sightlines are important in a map.
The problem is, there was a ramp there in a5, and RED would just spam the
shit out of BLU from that ledge. If I added some more cover up there, though, and that thing right before the ramp, it might give BLU some height advantage as well...I'll keep my eye on this one.
I'll probably be moving C out, so that should mix it up a bit. If not, GO GO GADGET DUMPTRUCK.MDL
This sounds like a good idea, I'll include this.
Thanks for the feedback, guys
