Tinker, yea I agree and I like the idea of using 2 separate signs. Next time around I'll probably do that. I experimented with making my own signs but scrapped the idea because of logistics and file size. Way too many textures and meshes in a map already packed full.
In the example you show, the signs aren't meant to point at the wooden arrow. The sign on the right is to help guide players down the back stairs and to the left. Players where running straight out into the hall, away from the intel.
The sign on the left is for players entering on the top level so they look down. The view you're looking at is confusing sure, but if you take the entire room into account and hopefully its more clear.
Maybe I should of lightened the glass and pushed the intel closer to the window...
Or maybe hanging signs that point directly at the intel instead of the corner in hopes that the player would keep turning around...
Or maybe change the staircase to point into the intel room at another angle...
Traditional TF2 signage just doesn't work that well with non-linear maps.
Most of the levels in TF2 (and signs) are created to be a straight line with the player following one objective. Cart goes from start to finish, points are capped in order, bases have straight paths between them. What's true for one player is true for all of that team. "If you see an arrow you follow it into conflict."
There aren't too many situational signs in TF2 that help cover CTF maps. As a result they tend to be very linear and pretty easy for one person to cock block an entire map, which sort of breaks the team aspect of it. I understand the importance of choke points but personally I think 2fort is a bit extreme and a lot of other maps follow suit, so I wanted to open it up a bit.
[CTF sign idea]
It would be GREAT if signs where dynamic and displayed according to the players mission and even position/direction in the map. So instead of having a tree full of signs at every crossroad you have one sign that displays only the info the player needs to see.
Examples:
If you have the intel, the signs point to the exit in the enemy base, and to the intel room in your base.
If you don't have the intel, the signs point to the enemy intel.
If I had my way there would be a set of UI/HUD switches players could turn on manually and would be automated to some extent based on what they've done and what class they are.
Defend: Signs point to battlements and defensive positions like sniper positions and suggested engineer building sites.
Invade: Signs point to enemy intel.
Recover: Signs point to the enemy exits and to your intel room.
Get health: Signs point to resupply or heath.
I would also like to see the compass or HLTV maps come to TF2.
They tried to do this to some extent with the CTF hud pointing but I think it fails in a few ways.
It fails to help you navigate the map by only pointing in the general direction of the intel, something most players already instinctively know already. What they need to know is right or left, they know to keep moving forward.
It fails to work on multi level maps, you're standing right above or below the intel... now what?
Because its part of the HUD and not in the game world it gets ignored, this is mostly out of practicality.
[/CTF sign idea]
At first I leaned toward having minimal signs and just told people to learn the simple layout. But that normally turned people off, especially the payload and cap point players who heavily relay on signs.
Here is the base layout
SO I started putting in signs... But it's hard to guess where people will go on their first play though, since I built the map... Mazes are easy to navigate unless you're the mouse.