As posted over on Playstuff.net, i really need your help here guys as you've played this map since alpha.
I've had this map tested by the comp community a couple times, just to get their opinion and gauge how it plays out 6vs6. Now they hate how CP2 is so easy to cap after mid, which i suppose is fair play when in a higher level of team play you can send players forwards to get a free second cap in. Now i'm not opposed to increasing the distance between CP 2 and 3, it would be in keeping with traditional 5cp layout design. But the dilema is it takes away something of axle's character.
Since you guys have been with me since alpha testing i really want to get your opinion on whether such a modification as this:
would be better or worse.
It would make swings from one team to the other less dramatic, but what my intentions were with axle were to allow a team who got pushed back and successfully defend their last CP fight back and properly counter-attack the enemies base. Which was always something that pissed me off about 5cp maps in public play, the steam rolling and how being pushed back to last was just an inevitable grind for 10-12 minutes to a loss.
I don't mind adjusting my aims with this project slightly, for the sake of more coverage and popularity, getting it more popular isn't exactly a sell out factor if more people are enjoying it then that's a plus either way.