You have some long sightlines in areas, although i didn't really see them get exploited they do pose the issue of them being exploited in the future, not to mention the optimisation related ramifications.
I wouldn't necassrily say clip the entirety of the trees, they take up a lot of space and this would reduce player mobility. But add a clip (or nodraw or blockbullets) in the core of the tree where the trunk would be, atleast this way players cannot totaly conceal themselves or buildings within them.
This is a very strong sniper spot. You can barely see them as they only expose their heads and shoulders and if that weren't enough it's a sight directly into a spawn passage and a location of minimal vulnerability if not a little open to spy's.
These arn't necassery. It's not even that bad to allow players to move about in this general area, once the gates open their last priority would be to test where they can get further back in the map. If need be, (and it will be, whether further back or right here), add the security fence. You simply just don't want those floating decals in open areas of the map.
These doors open too slowly, also, they really need to be round gates, as it serves as the proper visual hint that these are round exit points and to what degree they are being camped by enemies.
Other than these quarrels the maps layout was pretty balanced. Strong sentry positions could be out ranged if teams worked together. A lot of flanking oppotunities for demo's and soldiers too, but this also meant soldiers and demo's were the class choice in general.
The area around and beyond the first cp was problematic with it's 128 unit high ceiling and tiny corridors. They need to be made larger and taller.
You also need to implement some round gates that prevent BLU from getting too far ahead of themselves, the abundance of routes and general openess in the first area let through many pyro's, scouts and demo's into behind the RED spawn before the first CP was capped.

I wouldn't necassrily say clip the entirety of the trees, they take up a lot of space and this would reduce player mobility. But add a clip (or nodraw or blockbullets) in the core of the tree where the trunk would be, atleast this way players cannot totaly conceal themselves or buildings within them.

This is a very strong sniper spot. You can barely see them as they only expose their heads and shoulders and if that weren't enough it's a sight directly into a spawn passage and a location of minimal vulnerability if not a little open to spy's.

These arn't necassery. It's not even that bad to allow players to move about in this general area, once the gates open their last priority would be to test where they can get further back in the map. If need be, (and it will be, whether further back or right here), add the security fence. You simply just don't want those floating decals in open areas of the map.

These doors open too slowly, also, they really need to be round gates, as it serves as the proper visual hint that these are round exit points and to what degree they are being camped by enemies.
Other than these quarrels the maps layout was pretty balanced. Strong sentry positions could be out ranged if teams worked together. A lot of flanking oppotunities for demo's and soldiers too, but this also meant soldiers and demo's were the class choice in general.
The area around and beyond the first cp was problematic with it's 128 unit high ceiling and tiny corridors. They need to be made larger and taller.
You also need to implement some round gates that prevent BLU from getting too far ahead of themselves, the abundance of routes and general openess in the first area let through many pyro's, scouts and demo's into behind the RED spawn before the first CP was capped.
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