Hm, i can't remember there being a bug where players could get into the enemy spawn, but for my ctf contest entry i did forget to add respawn visualisers until it's 2nd alpha which meant the flag got stuck a couple times. Also, there were one way doors into the final area that got stuck or were filtered wrong, but since i've changed the final area entirely, that is no longer an issue. There was also an issue of the 1st forward spawn trapping people if the middle point got back capped. I'll have to make that spawn exit only to rememedy this or add in a teleporter. I'm not sure which yet.
But then it's been months since i tested this... so maybe that was a bug, i'll double check my spawn door settings.
change log:
- Respawn waves no longer stuck at 20 seconds.
- Forward respawns no longer trap players when control points get back capped.
- Completely changed final area orientation.
- Completely changed final area design.
- Reduced final area size by about 25%
- Removed 1 way entrance into final area.
- Removed third path (caves) into the second CP area.
- Added a flank to the 2nd CP, allowing it to be approached from behind.
- Reduced 2nd CP's area size by about 10%.
- Low ground at 2nd CP is now high ground.
- 2nd CP's right flank (attackers perspective) now connects to the far buildings by the 2nd CP (replaced platform with staircase).
- Added a third position of height to the central area.
- Added a second ramp to the middle ground in the central area.
- Added more ammo drops.
- Added more details.
I think that's it... Changes are mostly to the layout and aesthetics.
Current concerns are that the far flank at CP2 is too far to bother using, despite its height advantage. Plus i've reduced 3 paths into the secondary CP's to 2. Which i'm not sure is a problem yet, but hopefully legitimises using the far flank if the main is too easily defended.