because i'm not particularly keen of the mode, presto
The map does play more like dustbowl and is, to be blunt, quite a clusterfuck. I've also added some doors to block off areas of the map in an attempt to direct and streamline the flow of death slightly more. a2 should feel less like payload deathmatch and more like proper payload.
My intention when starting the map wasn't to create such a cluttered and tight map, then again i did want to create a cave map at the same time, so thats partially responsible as well. being overzealous with optimization while designing the routes also may have had an influence.
I won't attempt to increase the physical scale of the map for a2, just want to test the blocking doors and route highlighting method to see if that helps people through the map.
p.s. map is -59% demo& soldier friendly.