You both got a point (Nerd and Stick). You guys are trolling it too much. No more "needs beavers lol" or "igloos pl0x"posts. But, Stick, you need to test it. The contest might be going on, but maybe you can snag 10 or more people from the chatroom to help test your map. Or wait a few weeks once voting for the contest ends and normal gamedays begin.
May be my inner patriotism talking here, but what do Canada and this map have in common?
i agree with everything in smetzles post. also i havent had a chance to look at a6 yet
other propositions:
fun map though
- like i already said on last weeks gameday (it was a5), remove the fog in the middle and the trees (props really only belong into corners and walls, and maybe to block sight once in a while, otherwise the player bumps too much into em). i think you already changed this Yeah, removed the fog and a lot of the trees
- The bridge(-prop) right where the health and ammo is (behind the corner when you go uphill, above the little cave) is a bit too low, you have to jump to get to ground level again. Added a playerclip brush
- The doors to the middle cp shouldnt be one way (other idea: add a second door and make the gates see-through like on dustbowl) and try to make the corridor a bit wider (or add an entire room if you add a second door) That was an accident, both teams can open it now
- Maybe its too easy to take the long route to spawn (as an attacker), i constantly camped there as a scout, and if i were a demo i coulve covered all exits without problem (if i remember correctly). perhaps make the roof only accessible from the spawn side so you have to go around to actually get on it? I'll definitely consider it, i'm wondering how to make the spawn more advantageous to the people in it and not the people around it