damn, a downer
the map is currently on 24/7schedule at the NoHeroes Server,
with alpha 3 the players got used to the layout and developed stratagies, blu won more and more ground until finally they knew the map well enough, so everything progressed up to the last point where they halted and lost. i now changed the layout a little bit
i´m going to have to look into that, in a week (hopefully its up that long on the server) i´ll take a look to see where it needs major change.
i´m willing to shorten the first segment and to delete the part between cp2 and cp3 to shorten the length of the track
it´s been the same with badwater (not that i´m comparing mine with badwater

where some sentrypositions just seemed overpowered, until the players got a hang of the situation.
doors locking up or not opening at roundstart shouldn´t happen anymore, didn´t witness this since A3.
i need to deactivate the regenlockers once a point is captured, but the spawnrooms aren´t accessible anymore once everyone is out, thats for sure.
i certainly need to cut down on some of the eyecandy, but i believe some of the comments are based on the A2 where i had made some serious mistakes in layout and you could see the other parts of the map without being there. changed a lot considering that
thx for the feedback Dox