littleedge

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
Hm.

This map was big, like blaze, too. But i wouldn't know whether to go as far to say it was too big. You've got some meaty sightlines but also a couple corridors easily locked down by sentries. Although this tended not to happen due to how many routes there were to the objective, most engy's setup at the intel.

The main issue was not being able to tell which base you were actually in, and a couple times, because of all the rock walls, i didn't even know which direction i was walking. There needs to be more land marks and more hints as to what base you're in. Work in more buildings as well as just displacements and cliffs etc are pretty boring atm.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
Oh yea, forgot to mention. A demoman can clear the middle in no time.. i'm not a huge fan of the random arch that sits in the middle of the gulley (reminds me of that place in Avatar a little). But you could probably put arches on the entrances to the gulley area and put something else in the middle. Maybe something players could fight over in order to set up a forward base, maybe a water treatment plant? (since you have drains either side of it).

Arches and/or the building should stop demoman clearing half the map in one go. Especially when overhealed.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
For anyone who played, would having the spawns be the sewers work?

I'd block off the entrance into the sewer at mid, make the stairway in the sewers lead to a spawn exit, which would be taking a right to the intel or taking a left to get to mid. Then, you won't be passing by the immediate spawn when taking either route into the enemy's base, and since both exits are far from eachother, if one is camped, the other can be used.