1 of my only complaints would be that if the cart didnt do a 180 and was traveling backwards, if you got ontop of it..
The problem was that one team reversed the cart just as it was about to tip over and fall into the final CP. They managed to stop it from reaching the final CP, but it was stuck there and just couldn't be pushed the other way anymore.
Interesting. Gameday last weekend showed that it was too difficult to push forward. Perhaps this was due to the massive difference in population. I am hoping Making the cart go faster will help, as it makes both gaining and regaining ground easier.We shuffled the teams several times. What we found is that it was really hard to push back. I think it was twice that one team was able to pretty much reverse the initial momentum this was out of 10 rounds.
I wanted it to be easy, just like Granary and Well. Stalemates are more common in many custom maps I've seen and that is one of the main things I want to avoid. Unlike standard 5CP, I cannot make the last cap a fast cap, as the payload moves at a set speed. I try to design the last point to be as difficult to turtle as possible. If you find it too hard to regain the factory, I can make further changes to help defenders.The next issue i noted is that once the opposing team is near the last point is almost impossible to stop them. Even with sentries set up in various positions on the last point. It was still pretty easy to finish it off.
Hmmm.. this point is becoming controversial, it seems. It shouldn't be a problem with most players, but If I get more complaints, I will simplify the spawn room.Alot of people also said they were confused about the spawn rooms. I like the bomb dropping in spawn room however the spawn room needs some serious work. Not buggy its location is just problematic.
Sounds like a broken trigger to me. I'll look into it, thanks.There were problems with doors. As stated slow moving in instaces. The other thing i noted is I spawned in a forward spawn room. As i spawned the cart was pushed back by the opposing team. Such that our team was pushed back to the first spawn. I was unable to leave the spawn. The door would not open. Pretty sure this was the second spawn.
I've just discovered that myself last night on a solo test.The problem was that one team reversed the cart just as it was about to tip over and fall into the final CP. They managed to stop it from reaching the final CP, but it was stuck there and just couldn't be pushed the other way anymore.
Nice!
Does the smoke needs to be so visable?
Because the buildings are less visable..
I protest to the hazard lines in the middle, they look out of place. I'd say replace them with standard hazard lines.
Actually, further input. Your stairs out of spawn are too reflective and large. Make them smaller and more simply textured, I think that'd probably look better.