spawn "areas" have no visualizers and any team can easily get in and kill players as they spawn, makes it friendly for spies to sit there and backstab constantly. make an actual spawn room so the teams can retreat to a safe place, not just a respawn cabinet
Like I said, preventing spawn camping is one of my priorities. I think I found a solution while hoering through helltower. In Hell, the 2 spawn places are built on high platform. So I just moved the spawn on a higher place, making them one-way. As a counterpart, I had to move the locker outside of the respawn.
takes about ~20 seconds as BLU scout to run to RED's intel and come back to cap, very easy especially with double jumps
Easy to fix, I just moved away the blu base so the gap is trickier to jump over.
because the map is CTF and non symmetrical, BLU has an inherent advantage because RED's intel is farther away and thus they wont be able to defend it as quick as BLU can defend theirs. they also have to walk further to get BLU's intel than BLU has to walk to get theirs. change the layout so both teams are fair.
I'm still working on this, but my idea is to offer a different experience depending on the team you play in, with red's strategie being more "camp" based and blu's being "push" based.
since it's medieval CTF, its ultimately harder to defend your intel because you have limited weapons, mostly relying on melee. i expect maps to go very quick because of this and lots of scout rushes if you don't isolate the intel more (behind spawn maybe, with only one route to get there?)
Again, I found the solution for this in Helltower. When you reach the book at the end, you have to wait for the grid to lower before you can take it. I just duplicated this system here, however it adds two more questions : what should be the grid speed, and should it lower faster if there are more players around the grid ?
the entire map is one big sniper sightline, huntsman sniper and scout are probably going to be the only classes played
That's the point of the big rocks. They are not only cosmetic, they are used as sightline breakers.
not even plr_hightower_event's hell was flat, add some terrain variation and make some platforms higher/lower than others for more interesting gameplay and to block sightlines
I already started to do so by modifiying the spawnroom height, I'll think about it.
not being able to see spells on HUD kind of messes up the map, but sadly valve has to fix that
I found a workaround using a servercommand to force the server in halloween mode, but it's not really a good solution, since it modifies the server config.
keep in mind scout can double jump all over the place. he basically laughs at the lava below him. make the paths farther apart so scout is less OP, or let the other classes jump easily too, without having to walk around long paths
I already made the map less easy for scout by adding more space between the base, and by moving the "rare spells" islands. For the moment, that should be enough.
the lamp props inside the building instantly disappear even they arent completely out of sight yet. tweak your fade distances.
- turn HDR lighting off or compile your cubemaps, the reflections are pure white and you can't read any of the signs, or tell what team the briefcases are
- having office desks and chairs near the intel doesnt fit in with the hell theme, get more creative. also put some lights near red's intel and red's resupply cabinet, the props are almost completely black there.
These bugs are supposed to be fixed by the first update. For the desk, I used it as a placeholder, it is now replaced by the lowering grid.