My main issue is that the finale is just a BIT too hard to attack. i have some suggestions for that, but i'll post them later cos theyre in
edited-screenshot format.
EDIT: Right. Working from the end of the map back.
FINAL CAPTURE POINT
I'm trying really hard to think of an area like the final capture point in tf2 and failing. I can't recall a single payload map that forces a climb like that on you in the end, and thundermountain is the only one i can think of. Even capture point maps usually tend to stay pretty flat nearer their ends, and Goldrush, Upward, Badwater, Badlands... if they slope at all, its generally down.
It's different from pipeline because pipeline forces you up the carts tracks, incedentally, without much in the way of cover or flanking.
As such, its a cool and interesting idea, but needs a bit more tweaking, specifically the flanks. The flanking routes aren't great. Both force you into narrow corridors, along long sightlines.
This isn't a great flank since, from the top of these stairs, you can see right down to the corner in the corridor. Spamming down is easy as soldier, and it shouldn't be, since it's so easy on the rest of the final area.
Instead, i'd move the stairs around to here-
- so that players are on height parity with the bottom of the stairs below the foundry prop when they round the corner. This should force spammers forward a bit, to where theyre more vulnerable. I noticed Red never much counter-pushed down this flank, likely since blu usually held the bottom of the ramp themselves.
This should make defending this corridor a bit harder and attacking along it easier. This whole idea seemed better before i typed it up, so meh.
Also, i'd make this flank a bit bigger. IIRC it's by the edge of the map, so you could expand it, perhaps into the sort of flank you see in Badwater, between control points 2 and 3 (the room with two levels and the machinery. Anything to make it less of a single corridor.
Another idea i had was a dropdown/one way door through from the area visible through the window in the last screenshot. I dunno if that would get used much, or too much though. It might be OP for spies and such.
OTHER STUFF
- Put Hazard tape on the ramps. Theyre shallow enough for players to not automatically presume theyre rollback.
- Several people were saying you should make this door open sooner. I agree. As it is now, it slows and confuses players, and stays closed for so long that occasionally combat takes place at the doorway in the top left of this shot, which isn't a good place for it since red have only one route.
- The colour of the track changes all over the place. Just niggling.
- Again, niggling, but the way Cp 1 is angled looks kinda... i dunno, but i don't like it.
- The area outside blu's spawn is a bit dull.
I hope some of that made sense.