Seems very promising, however one of the main gripes I have with the map is the lack of health and ammo, especially on the attacking side. Also the map is very confusing right now, so you should prioritize putting some signs down.
And the screenshots... don't forget the screenshots. I though it was a random post about someone doing a map. You know,without a file to download or anything. :V
-added overlays and pipes for direction -inverted the direction of the final point -fleshed out C point Read the rest of this update entry...
I'm removing some posts and putting them in this spoiler below: Spoiler Please keep your discussion related to Hadal, and be productive about it. If you have a bone to pick with Valve/TF2Maps.net, start a new thread.
-layout tweaks on E -fixed blu spawn respawn visualiser -tweaked red spawn times -quick artpass on blu spawn Read the rest of this update entry...
-tweaked spawntimes for C -changed A>C connector -starting artpass on A and B Read the rest of this update entry...
Hey fubar, I made a small feedback video for _a7 to give some visual insight to the feedback points I wrote into the plugin: https://youtu .be/ruagSY5-pm0
-redone red's defensive area on E -further detailing of C and E Read the rest of this update entry...
-complete artpass -C capture time lowered to 15 -faster blu spawn on A Read the rest of this update entry...
Overall it's a very pretty map but one design choice really bothers me, especially since its something I raised while you were designing it Your point color order is Yellow -> Blue -> Red, surely it should be Blue -> Yellow -> Red, since you are moving from Blu (Blue) territory, into neutral (Often designated yellow), and then Red (Red). It's not only a missed opportunity but one that may be confusing to players who expect to be moving from bluer areas, through neutral areas into redder areas.