+added forcerespawn for RED after the first point as been capped
+added some sightline blockers for routes
+added custom round lost music
+added health and ammo to the second point areas
+added some high ground for RED at the first point
+added new sentry spot on first point
|adjusted existing pickups
|changed RED spawn to face forward, and to be further back a bit
|adjusted geo on the balcony for BLU to help avoid spam and take...
Yeah it was heavily inspired by goldrush 2nd which also has drop downs for most of the routes for BLU, but thanks for the suggestions, I'll take this into account if this version still doesn't play that wellI really like the visual aspects of this map and I like the changes on first. I personally think last could be made so it's a little more easy to push. Right now, all the paths minus the cart path require a full commit. This makes it so BLU either has to endlessly spam from the balconies (which is a game that red wins), push through the long cart path where they will likely spam, or dropdown from a balcony or the circular exit which will mostly likely lead to them dying. Personally, I think if the circular exit was made into a regular doorway instead of a dropdown, BLU would have more options to potentially break the hold. Also, red's spawn is still only 1 exit, so it should probably get another spawn exit. (Perhaps onto the highground?).
Overall, I really like this map and I'm excited to see future stages.
A2 was so bad it apparently warranted a 1-star review
+added another route to get to the highground for BLU on the second point
+added some more health and ammo
+added some detailing
|adjusted some lighting
|widen the path by the full health pack just a tad
|moved CP1 back further along the track
-removed the structure by the second cap that was being abused by snipers a...
+added another route for RED to get around the cake on 2nd
+added more cover for RED on 2nd
+added more ammo for RED on 2nd
+added sound for when the Ballonicorn drops cupcakes
+added new announcer lines that are properly pitched up for Pyroland
|redesigned 1cp to hopefully be more holdable for RED
|adjusted some cover
|increase damage some of the giftbombs do
|changed the shape of the cut on the cake...
+added chocolate bar that will once again allow RED to get on top of the cake
|raised RED's spawn exit
|changed the door prop for RED spawn to allow them to see thru it
|changed some geo around CP1 to hopefully allow to an easier RED hold
|adjusted health kit size and placements
|adjusted surfaceprop of cake
|changed sound that the GiftBombs play when detonated