Anyway, finally getting around to analysing test feedback.
Walk time is too long.
Is it really? I've tested it myself. To the center of the map, the furthest point from a spawn, its 15 seconds maximum. As soldier. It's more than double that to Granary's mid. I'll admit, were it not that this feedback comes from a reliable source, i'd discard it outright. But... Ugh.
Mid spawn exit is confusing.
Yeah, i noticed that, before the test, i just ignored it in the hope that a solution would come up.
Needs a spawn exit to the middle of the map
Maybe i just did it wrong before... but that sucked. That REALLY sucked. I hate it- in retrospet i can't think of a more shit thing i've done. Players were spawning on top of each other. It was piss-easy to camp. Walk time to the mid exit was longer than it would have been, it was further from any important point, it was harder to camp, and it STILL turned into a spammy messy dogpile.
Ending isn't any good
Part of this is that since the alternate routes are a way away and in the other direction, once the carts reach the end, both teams just push back and forth along the end path fruitlessly. Maybe that'll fix itself once players learn the map, but i'm loath to rely on that. Luckily there's plenty of space to make the ending less dull, so i'll do something to that end. Maybe open up the other control rooms at the top and create a raised alternate route around the back. Or add a ramp into the already open control room.