Watched the demo.
Gotta say, nice last second cap for Blu there, way to push in as a team
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There's some buggy brushes and whatnot around and my no swimming sign decal went missing
But that's all fairly non-important alpha stuff. Right now it's about making sure people find their ways, points are defendable or not, how timing works out.
Like the doors. They will all be custom models once I get to detailing. Same with doorways, I'll be measuring up Valve doors...using similar scale.
The trenches will have water. Kindof hated to not have it now as it effects pyros, getting out of the trenches, etc... But once I displace all that ground for Beta, then I have to rebuild all the water... so I skipped it for now.
I know the stickies in air are kind of lame, but last time people complained about demos spamming spawn and told me to use bullet block... Trying to get away from the GPit tunnels from Blue spawn, so it's a compromise, air stickies.
The windows above A are meant more as sniper zones, but they happened to be just big enough for a player to squeeze through, confusing people to whether or not they are supposed to be use able. My bad. If I made them use able Blu would get an extra couple seconds on A (though at the cost of fall damage). I think I prefer them sniper only.
The sentry location was unfortunate, I didn't expect an engie to get there... but should've known better, you know TF2 players. That side will be blocked completely, though the other will stay open. Sure, it's a good sentry spot, but there are ubers, spies, etc...
I'll give a more in depth look at spawn times. But as is they are like Valve's set-up, you don't get insta-respawn during set-up. And I'm pretty sure times are very close to GP, though my set-up is from Boojams pack, so they might not be exact.
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As far as map scale.
times from spawn to points (shortest route) (and point to point) are the EXACT time as GP for pyros. EXACTLY. I timed by the clock several times.
The only difference is that the gate to C opens (after A/B cap), giving Blu a 10-15 second advantage on C. Was done to mix it up a little, but also to help with the fact that C is more indoors and probably easier to defend than GPit C (which in it's own right can be a pretty tough point to cap).
(And in fact I checked Furnace Creek also, which is about 5 seconds longer travel distance on every point for pyro)
Also, the fighting areas (the switch backs on A to the Docks, including the inside of the building on A), the entire open area of B, and the area in front of C PLUS the inside area of the point on C are all equal in size to GPit's areas. (I made cubes in the spaces and imported them into my map.
The tunnel areas are larger possibly, but fill in the same world space between points. Just more wiggle room inside them. Some props and downsizing will close them in more.
I found it funny that one person said it's huge, then 10 people join in, and it becomes Gravel 'Canyon'. lol. Then someone stated Red has to walk 2 feet and Blu has to walk 2 miles... It's the SAME DISTANCE!
I'm honestly glad I wasn't there, much easier to laugh about it, watch it as an unfolding scene in a movie, then try to play/and or explain. Just stand back and see what happens.
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Anyway, thanks to everyone for playing, postin feedback, and hosting the map day. Gooday Wanka's