Evergreen

CP Evergreen b4

Sep 7, 2012
638
500
I know exactly what you mean about how each piece is there for a specific reason, and that's one of the reason I flood the Steam chat every day with new versions of cp_trundle's lobby area, because I want to make sure I'm not missing any important aspects.


Your layout makes sense to me after running through it quite a bit, and I really like the feel of the map - but I think that it lacks visual stimuli to differentiate each of the routes that can be taken - even with your new texturing, too many of the textures blend together in my mind.

Also, one thing that bothers me visually is the door to the inaccessible spytech room at mid (there's two of them, up high on either side). If you put a piece of sheet metal or something lying up really close to the door or even blocking it partially it might make it clearer to the player that it's not a play area - I kept thinking it was a forward spawn, even after spawning forward multiple times.