-reworked whole of first point
-added some props to jump around in blu spawn at setup
-added another route after B is capped
-removed unnecessary door within blu spawn
-added new flanks to the building after A
-added camera for players entering map
-changed some window sizes around Last
-dimmed some lights that were excessively bright
We played this map in an imp earlier today. The map in general has way too many flank routes and hiding places, and some of the flank routes are bigger than the main route the payload goes through.
I do think you have something good going on with Blu spawn up to A though. I think you should axe the map after the A point and kinda build off of that instead of just having the map begin to sprawl out into a ton of different disconnected areas.
We've played this map a couple more times in imps since my last post, and I think I've really warmed up to the layout. There's been some pretty intense games on C and D since the server has learned the map. So I think I take back my old post, cause it was definitely made from a place of inexperience with the map.
Well except for B anyways. I like the other points on this map, but I think B is pretty weak in comparison to them. It's just sorta a flat area with 2 obelisks and a sightline. I understand it's purpose as a chokepoint, but I don't think it's very fun to hold or attack. Honestly I would suggest merging the current outside area into the building where Blu flanks.
Something like this. I think this could work pretty well cause it keeps B as a chokepoint and would make it more interesting to fight around.
what the freak why is this img thing stuck under me now wtf help i cant even see it when i edit