As I suspected, this map is very large and problems similar to what we had in Assembly occurred here due to the size of the map, although in its current state it could probably work for Highlanders (and overall we think it would be a really fun map for public servers too.)
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Map's Note Page - People weren't using the /n feature a lot while they definitely had a lot to say about the map, this has helped me to come up with new features for the system (hopefully it will be a very efficient map testing tool by the end of this contest too!)
Similar to my comments on Nutomic's map, there are a couple of tweaks that we feel will make this variation of CTF better for competitive play:
1) Longer Intel Respawn Times: We noticed that there was a respawn time on this map, but it was quite short, needs to be much longer to give players a chance to get back to the intel's starting location.
2) Controlled Ownership of Intel when Dropped: As I suggested on Nutomic's map, it would be great if the intel was locked to the team of whoever dropped the intel for a period of time before becoming Neutral, this acts similarly to reversing a cap in a 5cp map and gives the team that lost the intel a chance to redeem themselves.
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Hero said:
ctf_desind_a1:
- Map is too big
- Too hard to def the tower from intalcarryer
- Nice feature with the delay on the intel from it's caped until it spawns
- The map is a maze, add more signs and landmarks so one doesnt get lost
- Hppack under mid/around it
- some more ammopack
Remove some crazy long side routes and move the tower and spawn closer 2gether so one stands a chanse to defend it
Monchberter said:
ctf_desind_a1:
- Good concept, but very large and would suit large teams at present.
- A lot of ground to cover to cap and spirals are not easy to rocket jump
- suggest 1 way doors from spawn to main intel respawn to prevent easy spawn camping and use of side passages.
- suggest making the high mid path inaccessible, making cappers go past enemy spawn
- definitely needs very clear signage as not clear how to reach objectives
- dropping of intel can make it hard to locate by direction alone and can be frustrating due to twisty paths which confuse.
- Set 20 second time before respawn of intel to allow teams to converge on centre again, too quick spawns was leading to seesawing game with players camping the spawn point prior to intel respawn. too easy to abuse and to take most of both teams out of the game.
I'll get your STV demo in a bit, despite the lack of notes sent to the site people definitely had a lot of criticism and improvement for this map and I think it could go very far.
Good job so far!