Added barriers to around the edge of the anti-spawncamp exit
Improved lighting in some dim areas
Added textures to spawn
I'm hoping the changes to the pit will make flanking just slightly more difficult, hopefully now holing on the point rather than holding way forward becomes viable.
I like the drop down and extensive side rooms. The top level on the side is too separated from the rest of the map. The viaduct formula works well because it funnels all action into a single zone in the middle. If you want split zones around the point you would probably need to funnel action together on either side of point, and I am not even sure that would be a fun layout. I illustrated an example with red "zones".
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