FIRST IMPRESSIONS - a2
(please note that I have not played a2 in a proper game yet)
POSITIVES
- I really like the additions of the boxes next to the trains! I think they provide a lot better mobility onto the trains that otherwise would be hard to access for most classes. Particularly as a Spy or a Medic, I like to have a vantage point above most of the area I can keep track of the players on the map with.
- I also really like the new addition of the window from the spawn area onto the control point! I think it gives an excellent viewpoint for teams on what the should expect, such as "Where is a sentry?" or "Where is most of the team grouped up?" I think for some classes this could be sort of detrimental, as a Sniper would
constantly have to reposition themselves on the map to make effective use of their skills.
- The Nobuild & Blockbullets additions are very appreciated

- The addition of the tape for the capture zone is also really nice! Not knowing where the cap zone is can be kinda frustrating, as I explained on koth_durein the other day.
- I like the removal of the vent route to the train, as I never felt that anyone used it and honestly I never even noticed it until looking at this map again today!
- I like the change you made to the maintenance room where, instead of a slightly-open tunnel door where you can shoot through, it's instead just a wall. I felt like a lot of spam could come from that door and no players could really shoot back through it aside from actually going in that room.
MIXED FEELINGS
- The removal of the middle support beam near the trains felt really strange to me. While I understand it was likely unnecessary and maybe even annoying to fight around, the removal of it makes the middle area feel kind of empty, honestly. I don't really know how else to have the area not feel "empty" without having an annoying and more obtrusive prop in the way though, so maybe reconsider adding it?
- I'm also mixed on the revamp of the vent shaft. While I think having a dropdown into the main area is a good idea, as it provides a direct way to get into the small holding area in the maintenance room, I feel like it would lead to instant death most of the time? If the player goes down into it, they're likely to take fall damage and already consume the health kit they could've used when fighting. And the control point faces directly into the dropdown area, so it's a massive sightline with nothing to really remedy this? I think what you *could* do is combine a1 & a2's rendition of the vents, where there's a dropdown behind the two vent tunnels where a team can flank if need be.
(I think having the vents TO the dropdown being an upward angle would be better, as it would still provide the players holding in the area, if any, to have high ground, while still also providing a player on the enemy team to get to the dropdown or the enemy's side.)
NEGATIVES
- I think the removal of the small ammo box in the maintenance room was unnecessary, as there's already a lack of ammo on the map. I know it's a small map, but that also means you'll be shooting your gun a whole lot more than you would be on, say, Viaduct, because the fight area is a lot closer to spawns.
- I think this door overhead is a bit too close to the ground. Shortening it to this line would probably be good.
- It's a small gripe but I think having the small health kit on the bench, while it is kinda funny to see, is sorta annoying. I don't like being forced to jump when I don't have to in a map. Putting it in front of the bench would be better for gameplay. Alternatively, you could have a small ramp clipping there, but that might feel weird.
- I think spawns will still have an issue of being able to be spammed out when a team gets an advantage on the map. Adding a 2nd doorway to the single area where a team can leave spawn is more for aesthetic than anything, as attacking players can still shoot out the players in spawn. I think to remedy this you could add a 2nd spawn exit on the opposite side of the train directions sign, as show here:
This would prevent one team in being able to easily camp out spawn, as while they still funnel out into the main lobby, the team spawncamping would have to deal with two different exits. If a spawncamping player is between the two spawn exits, they would very easily be pincered by the newly-spawning players, thus letting them get farther out of their main area and closer to the point to try and approach the controlling team.
FINAL THOUGHTS
I absolutely love this map. I think what you've done with it is still really great, even if I didn't like everything about what you updated. Still absolutely a 9/10 and I'm quite looking forward to what you do with this map!
