If this development path ends up a dead end, I'll be returning to the 3cp version. Right now, I'm not sure what that version needs, though it might not need much at all. However, based on my observations of how it played out, I wanted to try taking it a different direction.
In the 3cp version, this room is typically about as far as the attacking force made it before getting pushed back. The location of the spawn made it so that it had to be a lucky break for most classes to get by. If attacking engineers could set up teleporters, this would give attackers a much better position to apply pressure to that exit. Unfortunately with the natural flow of games, getting and keeping teleporters up was a difficult task with lack of teamwork. To develop the 3cp version more, I'd be looking into making more ideal engi offensive positions.
I like how this final turned out, but it ended up barely seeing much complex action. Typically only stragglers made it this far and that ain't much fun. So I wanted this to see much more action.
So what I needed was at some point, there would be a door that could be closed so defenders no longer had a direct route to the curve room. This would push the fight to the other doorways and give attackers a better chance at using all of the routes. So I plopped a point in there to act as the switch so now it's technically a 5cp. The mid fight still acts as it did before which was just fine, but now we will (ideally) have a better situation with the final fight. Then there's some fighting over the door switch but who cares about that.
So here's basically how it works. The two doors right outside spawn will direct players to the relevant point. When the curve room door closes, defenders must take the longer routes to get to the switch giving attackers a better foothold. Also it wasn't intentional that it resulted in a dropdown going towards second, but I'm keeping it because I like the fact that it prevents players from spamming onto second and running back for quick and easy heals. If you get good you can crouch jump from the incline to get back up, pansy.
Recent testing wasn't that great cause stacked but so far it looks like:
- A final set of spawns for defenders will make them immediately aware that there is, in fact, a final and another way to get to it.
- Certain areas will need to be more eye-catching because attackers failed to notice a shortcut that opened up to final.
- I need someone to appreciate the pretty music.
- My precious pristine white walls will need to be tainted for the addition of additional landmarks.
- Maybe some signs but they'll be in a new format.
- Final cap time needs to be extended.
- Shuffle item pickups around but who knows how to balance those.
- Single spawns are the future. Forwards are a crutch.