I like the idea, but it needs to be improved.
My critics (Alpha 2):
- The Wall and Ground Graphics are (except for the launch pad) just Placeholders
- The administrator doesn't say "Control Point enabled" when the control point unlocks
- I think, there are TOO MANY ammo and health kits in the lower part of the map.
- You could add one health and ammo pack position to each side in the upper part of the map.
- In the middle, the walls look like "cut off"
- In some spots, its too dark.
- The respawn room brush is not high enough, so Engineers can build Teleporters in spawn.
- You should expand the respawn room brush so that Engineers cant build their buildings in the doorway. Also, create nobuild brushes in the other doorways.
- You can look over the map by rocket- or stickyjumping on the roofs over the corner platforms in the middle of the map.
- I dont know if its intentional, but you can camp on the "ramps" in the room after the lower respawn room.
- Only the Red players can open the Red spawn doors, but Red players AND Blu players can go trough and vice versa.
- You can build Buildings in some positions in spawn.
- I dont know what this means, but if you play with bots, the console gets flooded with this entries (for BOTH teams):
01: Can't compute incursion distances from the Blue spawn room(s). Bots will perform poorly. This is caused by either a missing func_respawnroom, or missing info_player_teamspawn entities within the func_respawnroom.
02: Ignoring unreasonable position (1071.651489,811.640564,-16388.650391) from vphysics! (entity tf_ammo_pack)
03: DataTable warning: (class info_player_teamspawn): Out-of-range value (-1.000000 / -1.000000) in SendPropFloat 'm_vecNormal', clamping.
I discovered those on a local server with bots.
I also dont like that the two doors to the middle cant be open at the same time.
I dont want to be offensive, but did you play the map yourself in TF2 or did you just made it in Hammer?