If I have the time to do a new version of the map, I will probably try to use the intermediate spawn for BLU so that RED spawns there at the beginning of the last round. (and change it when the cart reaches the top of the stairs)Enemy team spawns way too far from the cart on the last partion. Fix this please
But it might be too close to the beginning, so I'm not sure about it.
Thanks for the feedback anyway.
I thought about adding an emergency door exit leading onto the other wing (which is above a small cliff / rocks), but it's kind of tricky to do, and I guess I would need to forbid RED from going onto this cliff to prevent even more spawncamping ... so in the end I don't think it's worth it.Getting out of spawn for blue is okay we never had issues with it but based on the above - maybe put in a cock pit exit that would allow blue players get onto a cliff or inside a cave or something as another route out.
Ok, thanks for the feedback, I'll see what I can do. (probably not a tunnel, but I see one small interior + access and some covers that could be added and would help for this cap)Here's what normally kills it for us - the last cap for red stage 1 is still too easy for red to hold if they are well organized - needs another flanking route for blue - maybe a tunnel under?
Well, the thing is that there's just no option for countering this, people could just jump through the whole map and immediately break teleporters for example. Obviously, people doing this kind of thing would love it, but it would not be balanced at all. It's not possible in Valve payload maps for a good reason (for example I love upward and I find it quite open, but you can't jump over buildings)and my personal beef about stage 1 - I LOVE the sticky jumper but as blue I can't jump over both walls - I hit a player clip forcing me to drop down into the action when I want to do an in the air flanking maneuver then attack. or alternatively get up and into the trees and rain fire down from above but clips stop me from doing it.
I think it's more a problem in round B of my map (too restrictive for normal sticky jumps), but I'm happy with it for round A and C.