Have some feedback!
Good bits:
- This is some ass-kicking brushwork (hopefully it's not a model otherwise I'd look like a dummy)
- Cool
- Also cool. I see what you're going for here. Really like this style.
Misc. flaws I found, minor stuff:
- Tunnel way too low, especially when you're supposed to push the cart there.
- Dafuq. Why would anyone place a palisade inside the town, blocking a street? You could say RED put it there but that feels unplausible and raises the question "why did they not use some easy-to-move barricade instead?".
- These shadows. Wut
- And also these shadows. Disable also the "collision" from the tracks because the console is spamming the Vphysics error. But that's just a small pet peeve of mine.
- No comment. (In case you don't know how this happened, the cart went upwards after capping the fourth point)
Layout, major stuff:
- The first part of the map feels too narrow. I found it to be about 1.2k HU, which is narrow even for 8v8. The later parts are OK, IMO.
- This is the spawn for BLU after capping the second point. As you can see (and hopefully I drew it correctly) the "main" [A] way out is VERY much faster than the "flank"
. Maybe move the BLU spawn entities somewhere in between and possibly even shorten the "flank" route.
- By far the biggest flaw I found flying around in your map. This. RED have a MASSIVE positional and height advantage. BLU has to walk a long way around, EVEN PASSING BY RED SPAWN, in order to push the cart further. I have this feeling that the cart is going to get stuck after it's pushed inside the elevator. Solution: Add a second way up to the cart for BLU to use, or move the RED spawn somewhere else.