If you're interested, here's some considerations for your layout:
Where you previously had the 3 sniper windows, only allow the far one to be shot from, blocking off the other 2 with wooden boards should also improve optimisation. Especially when utilising hints. But also importantly for gameplay, it helps to balance the sniper by allowing other classes to anticipate specific sniper spots.
You might also consider having a bridge design similar to 2fort, with the log beams, to decrease the claustrophobic feeling from the lack of light caused by the solid walls. Since there is no battlements per say, not to mention any higher ground to access and shoot from, it might be beneficial to remove the roof on your bridge as well. It would look so much nicer with some sun in the middle. The aesthetics really suffer from the tall cliffs blocking ambient light, letting some sun on the bridge would be nice.
I do believe you can afford to narrow the bridge, 2fort's bridge is narrower than this, and it's sewers are only a secondary consideration (depending on class and tactics). Your map has slopes from the sewers to the front of the bases, and the fact that the lower ground is just as viable an attack route as the main, i can't see spam seriously being an issue (IMO). It would also increase combat relations between the high and low ground by icnreasing sight lines to that low ground.
edit: oh yea, moving the spawn from the right wall on this image, to the bottom wall, would make the sewer more of a flanking route, and increase player flow through your buildings, particularly the "main" base exit with the door. Doing so would also give you oppotunities to join the old spawn building and existing intel room, to make for a more interesting intel building design.

Where you previously had the 3 sniper windows, only allow the far one to be shot from, blocking off the other 2 with wooden boards should also improve optimisation. Especially when utilising hints. But also importantly for gameplay, it helps to balance the sniper by allowing other classes to anticipate specific sniper spots.
You might also consider having a bridge design similar to 2fort, with the log beams, to decrease the claustrophobic feeling from the lack of light caused by the solid walls. Since there is no battlements per say, not to mention any higher ground to access and shoot from, it might be beneficial to remove the roof on your bridge as well. It would look so much nicer with some sun in the middle. The aesthetics really suffer from the tall cliffs blocking ambient light, letting some sun on the bridge would be nice.
I do believe you can afford to narrow the bridge, 2fort's bridge is narrower than this, and it's sewers are only a secondary consideration (depending on class and tactics). Your map has slopes from the sewers to the front of the bases, and the fact that the lower ground is just as viable an attack route as the main, i can't see spam seriously being an issue (IMO). It would also increase combat relations between the high and low ground by icnreasing sight lines to that low ground.
edit: oh yea, moving the spawn from the right wall on this image, to the bottom wall, would make the sewer more of a flanking route, and increase player flow through your buildings, particularly the "main" base exit with the door. Doing so would also give you oppotunities to join the old spawn building and existing intel room, to make for a more interesting intel building design.
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