Make a new cart model, so that it isn't facing one side only. A symmetrical, neutral bomb cart would work (that dirty bomb cart could work if you added dispensers to both sides). Otherwise, nice job!
Looks nice, though I'm not too sure about the square part (just up from the middle of the shot), where the factory pipe meets the wall. The column goes all the way up but then finishes in a square shape? Looks bizzare.
I think the intel looks ok, so long as the conveyor belt moves? Could be a little misleading for players but I think they'll figure out fast enough that it's just for eye candy.
When do you think it'll be out? There are a couple of servers here in Australia that are finally getting back into hosting custom map servers. They'd be keen as to give it a whirl.
I think it's just a bit too one-toned, the barrels, pipes, cans, upper brick wall and fence are mostly same colour. If you throw in some of the yellow/black barrels it'll have a little more variety and contrast to the area. At the moment nothing is really standing out. You could also move the lights to the edge of the roof and the objects towards the back of the wall, it'll highlight the fronts of the objects, rather than straight down on top of them like its doing now, also allowing you to fill up the empty front areas with jerry cans and junk (adding a bit more colour).
As the lights are also maintenance/storage type lights, they might benefit from a slight hue + brightness change.
Tried a2 on our server tonight. Over all it is rather fun. There were some bugs, and some people were initially confused. To clarify i think all these things are being fixed or fixed. Overall im looking forward to the beta. The detailing is looking great.
Im going to reserve any further comments till the next release. Good job.
Also if you need a server to test out on just message me.
We played your map on our server ( i dont know if i can post server links so i will not try) and we liked what we saw. There was a point where i believe the payload was stuck on a point and wouldnt go forward anymore. But beside that we liked it very much.
As the previous poster razorsyline said, we can offer you a place to host it if you want to test it out. We have a community that plays alot of custom maps. We love variety and we pride ourselves on hosting custom maps on a regular rotation.
Pm me or Razorskyline. We have a 24 slots and we'd love to host your next version and provide some players for testing.
I don't know how I managed it, but without any custom content or cubemaps, my map has already exceeded 60MB. With pakrat and everything else it'll be a little over 70MB
Changes for Alpha 3:
-Added detailing (ALMOST COMPLETE)
-Payload now explodes regardless in the case of a stalemate
-Added spectator cameras
-Moved first forward spawn back a bit
-Reduced lengths of alternate routes for cap 2/4
-Increased cap time for center CP
-Moved pickups more towards alternate routes
-Removed area under the middle cap
-Door no longer traps people when payload passes through it
-Capturing the final terminus now credits the correct people
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