New version! Hopefully I can sub this in for the one I already submitted for gameday! Time will tell!
Download!
This late night/early morning version brings two exciting (terrifying) things: significant revision, and detail. But, no more talk! On to screenshots!
Brief Note: Detail -- I wanted to use the moonbase theme, but since all the assets aren't released yet, I'm trying to cobble a hybrid of gorge and hypothetical moonbase. If you guys have any thoughts on how this is looking so far, or any ideas for how I could improve the look, let me know! This is weird and exploratory, and I can use all the help I can get.
First, the visual goodies. Detail! Detail is coming.
The back area didn't change substantially, except for a bit of height variation. Also, the building attached to house (the big glass building) now has a lift/drop entrance in place of the ramp.
This shows how spawn connects to the rest of the map. Very similar to _a15, however the far building and route has been simplified a little bit.
The interior of house has been changed to focus it as a flank/ambush area, or somewhere for players to escape the battle. We'll see how this turns out.
The ramp down to the point has been removed, hopefully this simplifies defense and focuses where the attackers will be coming from to fewer dominant/advantageous angles.
Map overview! Wrapping up the screenshots with one that shows (almost) everywhere you can go!
Thanks to everyone who tested _a15, the feedback was extremely helpful!
And Egan: I was thinking of something similar, thanks for the suggestion! I definitely think that while the point is geometrically fairly central to the map, it's flanked by some attention-catching locations. Something like what you're talking about could totally alleviate that (maybe I'll have to make a _16d).