Actually I do have something real to say: the CP in screen 2 could be really easy to take because it's pretty assaultable from all directions plus there's the sliding door right next to it.
Picture 3, the one that smells of Hydro. If that's B, and going into the tunnels is towards C, why are you having RED be directed there? Shouldn't blue arrows be that way so BLU goes there?
Make the three points, then start testing. I remember testing 2 out of 3 points in Blackgold, and while it did make for some fun matches, adding the third point afterwards made for totally different gameplay across the board.
This is astoundingly awesome - although the displacements could use some more work. I'll be interested to see what direction it takes during the artpassing...
First 2 points played out nicely. Although 2 was pretty easy to defend with an active mobile defence, mostly of soldier and medics playing skirmish infront of the one predictable sentry spot. Might have something to do with the constant hieght advantage and doorways that made rockets and grenades slightly OP. Feel free to increase the size of some of the rooms so explosives don't constantly trap people against the ceilings or in corners of small rooms.
Ammo felt a little scarce... i found myself running from one control point area to another or queueing for a respawning item if some pyro charged a bunch of dead/half dead enemies and ate all the weapon drops. 1 or 2 more small ammo drop points would be nice.
Only other thing i would say is that team filtered door that looks onto CP 2 should be made 1 way or at least locked until capture of CP 2. BLU were running up and then retreating into it after a failed assault of CP 2 (i think it was the advanced spawn?). From then they'd just take pot shots at sentry positions from it from the safety of an impenitrable room with a supply locker.
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