This thread seems dead except for my updates
Coming in final... these changes:
http://vilepickle.com/pics/stag-final1.jpg - cp4 larger cap area, wider middle ramp (cap timer for cp4 also reduced from ~18 sec for 1 player to 14 sec for 1 player)
http://vilepickle.com/pics/stag-final2.jpg - wider tunnel (side entrance from cp3 for offense)
http://vilepickle.com/pics/stag-final3.jpg - top entrance to cp5 expanded
Plus more. Here's the final 1.0 changelist (WIP):
FINAL 1.0 CHANGES/FIXES:
CP 1/5:
-Increased the size of each tunnel into the CP5 area. This should make it so demoman cannot lock down these entrances quite so easily.
CP 2/4:
-Changed the CP2/4 cap timer to ~14 seconds for 1 player, down from ~18 seconds. Previously, it was very easy to prevent captures with just 1 player since it was so long.
-Widened the primary attack lane into CP2/4 some, as it was very cramped for offense before and easily locked down.
-Increased the size of the CP2/4 capture zone, since it was so easy to knock people off of it with spam-shots.
-Fixed the "nobuild" in the Cp2/4 rafters not working correctly.
-Moved the medium ammo pack at CP4 into the doorway more so it is a somewhat less powerful sentry location. It was quite potent before.
-Made it so all players can get up to CP2/4 from outside the front resupply via crouch-jump-climbable kegs
-Provided batter directions on where the ramp is behind the boxes in the CP2/4 entrance side room.
General:
-Removed the welcome message, because Valve made it centered and it lasts longer (yuck)
-Widened the side entrance "neck" hall, so it isn't quite as susceptible to spam and tight fighting conditions.
-Improved the indicators that point to multiple exits of each spawn room.
-Added red "gate 1" sign outside
-Made it look like the blocked off sewer railing goes underneath the blocked off tunnel section
-Added more detail to areas.