Just a little copy and pasta from Interlopers highlighting the changes for Beta 2.
Gameplay
The main problem with the gameplay so far is the dominance of scouts, lack of metal and the existence of healthkits.
The flaw with the healthkits was kindly pointed out by Caspian on the SPUF.
Caspian said:
It slows down the game when there are few players remaining. Players will retreat for health and this just lengthens the wait for everyone watching.
In light of this I've removed the healthkits and replaced them with pools of water.
Another thing which players complained about is the lack of ammopacks so I've added two large ammopacks on each team's side - one at the lighthouse and one outside spawn - whilst before I only had two small ammopacks for either side which isn't very useful for engineers.
Now for some side-by-side comparisons.
Here I've removed the dead-end by deleting the fence and rotating one of the corrugated sheets so that it rests on the wooden rails. Now it can now be used as a ramp to jump over the ledge thus giving pyros and spies an escape route for when their ambushes go horribly wrong.
As you can tell, I've added an extra concrete block therefore creating a more viable position to take cover and to build a sentry. The addition of some hard-cover along the wall in the middle (in the form of a some support beams and a wall) makes it easier for engineers' buildings to survive against demomen who could typically stand well out of the sentries range without being harmed, and to help constrict scouts who can dominate the map when it's less than 5 players on each team.
Again, this area was far too open in Beta 1 so I've fleshed it out a little to turn it into a building you can actually enter.
Now here's a space that is useful for classes that are particular slow or weak when exposed in the open. This room can be used by players to transverse across the width of the map without putting themselves at risk of being sniped or being caught up by scouts.
Conclusion
So hopefully once I've completed all the changes I want to make, the gameplay in the next version will be pretty much final because then I can focus purely on fleshing out the details and making it look purdy.
