We just screwed around on here with 6 people and found it to have a lot of issues:
1. The cart model doesn't move, so everyone had to follow the blue light around the map to push the "cart".
2. In the silo, you can build at the bottom and the sentry will pass through the floor of the platform. Once it's partway through it'll shoot everyone on top. An engineer can build using the current position of the platform, meaning you get sentries and dispensers hovering midair in the silo.
3. After the platform hit the sentries and moved to the top, it flipped on its edge. Once someone touched the "cart" again, it moved back to normal, but then moved at an angle while descending. It finally switched to perfectly flat again once it reached the sentries below.
For balance issues I can't really comment since we didn't have that many people on. However, I would suggest adding an alternate exit out of red's final spawn. This would be a tunnel that's locked until BLU gets the 3rd checkpoint, and then it opens to allow players to go to BLU's first spawn (do they have a forward one? I wasn't sure). This would allow RED some form of defense and a chance to push back instead of just being trapped in a hole they can't escape.
1. The cart model doesn't move, so everyone had to follow the blue light around the map to push the "cart".
2. In the silo, you can build at the bottom and the sentry will pass through the floor of the platform. Once it's partway through it'll shoot everyone on top. An engineer can build using the current position of the platform, meaning you get sentries and dispensers hovering midair in the silo.
3. After the platform hit the sentries and moved to the top, it flipped on its edge. Once someone touched the "cart" again, it moved back to normal, but then moved at an angle while descending. It finally switched to perfectly flat again once it reached the sentries below.
For balance issues I can't really comment since we didn't have that many people on. However, I would suggest adding an alternate exit out of red's final spawn. This would be a tunnel that's locked until BLU gets the 3rd checkpoint, and then it opens to allow players to go to BLU's first spawn (do they have a forward one? I wasn't sure). This would allow RED some form of defense and a chance to push back instead of just being trapped in a hole they can't escape.