I'm going to be running it on the M||V servers a few times these coming weeks. So far everyone who has tried the map has enjoyed it (though it's pretty much universally agreed that the run from the BLU spawn to the cart is exceedingly long.
Things to look into:
1. Making some of the HL2 textures into TF2 styled textures would go a long way in making this map feel more polished. The outside of the ship feels very gritty when compared to the BLU ship.
2.The run from the BLU spawn to the cart is really very long. I'd like to see a forward spawn for BLU near the center of the ship that is accessible once the shields drop. Perhaps a transporter or a people-cannon on the BLU ship? (Like the ones you have now, but more accuracte and less dangerous to use.
3. The people cannons occasionally punt people off the RED ship entirely. The entire server was laughing when a spy flew over their heads and overboard.
4. The first point is very open and sniper friendly. I can see this becoming a problem on larger servers. Especially considering that RED can build teleporters that are nearly untouchable on top of the large communications tower.
5. The vents are very difficult to move through. I'd like to see them expanded slightly vertically to allow easier movement once a player is inside.
6. The assault cart, while a neat idea, is not so great if your team doesn't have an engineer. Also, it's movement is very clunky and irritating to use. It also sucks when the sentry goes down, since it can't be rebuilt without capping. I do like the idea of multiple carts (though I've only seen the basic bomb and assault cart. What is the third?) however I'd say get rid of the backwards mechanic of the assault cart entirely and instead give the attacking team a way to rebuild the cart without forcing their way through a large chokepoint for a capture.
-Suggestion : Perhaps have the buildings respawn one minute after their destruction, letting out a very large alert sound before doing so. This might give the attacking team the advantage they need when receiving this cart over the bomb in order to push into the reactor room.
7. More and clearer signage. It took most people 1.5 rounds to learn the layout of the ship, and even after nearly three sessions of two hours each playing with this map I'm still discovering new routes and hidden features. Having an indication of what breaks where and better directional arrows would help make this map more enjoyable for everyone.
All in all, I love this map. If you are interested in popping in on one of our games on it, just send me a PM in steam (same name) and we'll get something running.
