Sexy as fuck.
Red and Blue look a bit... same-ish.
Fix the problem with all PLR maps and have the carts creep forward at a constant .1 of normal speed.
My only gripe is that stage 2 is almost identical to stage 1. boo :thumbdown:
Yeah, I don't feel that RED's side is nearly as "strong" as BLU's, I'm still playing around with it and will hopefully arrive at something better looking soon.
You can love or hate pipeline, but at least it lets teams strategize. It also lets one team push forward and gain more ground, and then possibly be pushed back. It's not just one big arena.
Not to be hard-headed, but I'm not convinced this is a problem. Pipeline has tunnels which act the same way (something I love about Pipeline). It offers an interesting route for attackers, is easily accessible to soldiers, scouts, and demomen. And for the other classes, they can just go through their tunnel and on the other end make a U-turn and head down the other tunnel.Played well and was fun.
My biggest concern was these side paths that led out onto the balcony, it was very difficult for the opposing team to attack people on the balcony as they could retreat back into the tunnel.
I'm going to shorten the middle section and add cover to the spawn exits so they can't be sniped at or sniped from.Also this area was fun, but also a bit too sniper friendly. Not sure what you can do here, perhaps make the middle section a bit higher ( increase the small ramp) so snipers can't sit outside (as seen in my horrid screenshot) and guard the middle.
Yeah, it'll be more apparent, when I get around to making the 3D skybox.