I had to step away from this for a few months, but finally had time recently to finish this version. I'm hoping I can call it the "Won't be RTV'd 5 Minutes In Edition."
A2:
- Recreated the center point from a bridge into a two-story building
- Removed many dead-ends and empty spaces throughout the map
- Removed water
- Removed platform inside spawnroom
- Removed alternate spawn exit
- Deleted many unneeded extra light/light_spot entities
- Removed the alternate exit at the bottom center in the forward area
- Added another walkway connecting the platform on the right side of the forward area
- Removed the doorway on the right side of the forward area
- Changed the doorway at the small room in the forward area to a one-way door
- Widened the capture zone
- Decreased time to capture point from 12 seconds to 8 seconds
- Widened the hallway connecting the spawn and forward area, and simplified it by removing an unnecessary extra route
- Repositioned the left and right exits in the forward area to face forward
- Adjusted signs throughout the map
- Adjusted health and ammo throughout the map
- Doubled the train's speed (Was 450 hmu, now 900 hmu)
- Added collision to the cargo container doors at forward and properly playerclipped them
- Indented the train track slightly into the ground
- Added a balcony that connects the left and center forward exit
- Moved the garages forward a bit closer to the train track
- Playerclipped all windows
- Added a small wall to the left of the garages
- Recreated right side of mid into an extension of the forward building
- Added a path that leads to the garage roof
- Changed the open window in the garage to a doorway
- Minor misc. changes/fixes
Egan, if you're reading this, I did my best to replicate your advice for the point. You said you couldn't explain it easily, but I understood the gist: it was too one-note. So I ditched the bridge in favor of a stairway on both sides:
In addition to rooftops on either side providing optional routes to attack/defend from:
Hopefully both of these provide more variety. Another major complaint was the complexity of the initial transition. I simplified the hallway here so whether you go left or right, the teams won't be split from each other immediately like before.
I also removed the water that was underneath the train track because it was a terrible idea and everyone knew it: