One of the most importatnt things I've learned from my map cp_grain (my first "real" released map) is NOT to make really steep slopes. So I made a really steep slope for my map...
...But unlike the slope on cp_grain, that gave BLU the height advantage, and by that made the point at the edge of it very easy to cap ("free point"), the one in cp_bridges seems to work better, giving the RED the height advantage. But then again, since the first point (A) is 384 units higher than the BLU spawn (for reference, the roof above badwater's 2nd point is 320 units high, and the balcony on the middle tower in plr_hightower is 376 units above the elevators' area), BLU has a huge disadvantage.
To try and make it more fair, I added a small flat area right in front of the spawn doors, so the BLU team will not have to start the steep climb right after they exit out of spawn. the slope's cover had also been optimized, to give BLU exits more cover. I also added 2 small health pickups and one medium ammopack, in places that will help the BLU team, or make the RED team go downwards, away from the safe area at the top, making them more vunerable.
A3 released
-fixed the
problems from the [gameday]
-small things
-found out that stairs made out of brushes, set around the area of 2nd (B) break vrad completely. Good luck, detailers!
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