@TwinMill
So, a bit of intro to the design of the map. I wanted to make a map with a lot of verticality, so decided on a koth map, with 2 large battlegrounds connecting to it, one high ground and one low ground area, with passages between them. The rest of the map grew kinda organically around it.
Your spawn is a little claustrophobic. keep spawn open, it lets people walk out prepared better and it cuts down on general spawn spam.
I will redesign the spawns eventually, people universally dislike them. By widening the central room, It will also make the hallways to the battlements feel shorter.
Hate to say this, but you have GOT to change all this white. Vary up the walls from the floor with different dev textures or team colors, because as it is now it's VERY easy to get disoriented.
When I am more happy with the layout, I will make cosmetic changes. Not for now tho, when I have 2 different versions of the map that I might continue working on.
I don't think I've ever seen anything like this ramp. Personally, I would add a flat part at the top about 64 HUs wide, or at least round out the top. It makes accessing the health kit easier.
I think this area is easier to traverse in A04, where slopes are less angled.
These trains are either too long or two slow. it takes FOREVER for these to pass, and while I get they are supposed to block off certain access points, it would be better if there were some indication of this route being closed off that makes it obvious you can't travel this direction (railroad crossing sort of thing).
I've sped up the trains slightly, and they feel much faster now. The idea for the trains is to make holding the point easier, but I will see if that is really necessary.
This here is where I think the point should be. There's cover, health kits, open area, and even height variation. I strongly recommend moving it here.Another area I think the point could be in. Honestly, I just feel like your point is in a bad place. It's closed off, easily spammable, and if people get dug in into the area behind it, it'll be very hard to flush them out.
I did at one point think about moving the points, but that would require completely overhauling the map, since the point would not be in the center of the map. I like the 2 seperate combat areas, so I think changing the point in its current locations is my best bet.
There are a lot of routes near the top that don't need to be there. They are too high up and out of the way, and there are VERY few classes that can access them. And even if they do they can be very easy to exploit. I would recommend filling them or clipping them.
The rails are clipped off.
Thank you for this, I've gotten a lot of feedback as well on the Imp tests, so changes be coming.