It's a fun map. I don't think I played red so don't know if the same second spawn path issue was still happening (see my last post on that).
Still, the last point seems VERY tough to break. I've played a total of about 4 rounds so far and don't think I've seen it won, been close but never finished off.
I think red's spawn needs to be longer, they pour out of spawn faster than they can be killed. And if red gets pushed almost to the end blu needs an advantage for doing so.
Maybe the entire back point just needs more room. It's all about that one tight little corner with multiple levels and even coordinated teamwork doesn't seem to get Blu through it. It really is a small area just outside of spawn and it needs to be more of an epic battle area.
Maybe leave that corner as a chokepoint, push red spawn back 512-1024 units, put one more left bend in track and extend it just a little ways (few track segments).
That would make it longer for red to get there (no spawn time change), would have a good chokepoint, but blu could probably break (due to longer distance to red spawn) and maybe give blu a lillte more room to push in and hold that corner while trying to make the final push.
To me so far the whole map comes down to that one corner and I feel like it is breaking the map as is.
Other than that I like everything.
Still, the last point seems VERY tough to break. I've played a total of about 4 rounds so far and don't think I've seen it won, been close but never finished off.
I think red's spawn needs to be longer, they pour out of spawn faster than they can be killed. And if red gets pushed almost to the end blu needs an advantage for doing so.
Maybe the entire back point just needs more room. It's all about that one tight little corner with multiple levels and even coordinated teamwork doesn't seem to get Blu through it. It really is a small area just outside of spawn and it needs to be more of an epic battle area.
Maybe leave that corner as a chokepoint, push red spawn back 512-1024 units, put one more left bend in track and extend it just a little ways (few track segments).
That would make it longer for red to get there (no spawn time change), would have a good chokepoint, but blu could probably break (due to longer distance to red spawn) and maybe give blu a lillte more room to push in and hold that corner while trying to make the final push.
To me so far the whole map comes down to that one corner and I feel like it is breaking the map as is.
Other than that I like everything.