i win
bright sunlight is bright
seriously, I looked into while under the effect of jarate and my whole screen turned yellow. No visibility at all.
In stage 3 i noticed a few issues (some major!).
As a demoman you can sticky jump to the enemy spawn and stickycamp both sides while being hard to hit. Maybe have the spawn exits placed in a diffirent way so you will allways see whats in front of it making the camping harder.
On top of that building with the dish you can stand everywhere as a demoman except on the area with the dish itself (see attachment - right side is the clipped area and it looks like you can simply jump on it).
Further, stage 2 is too long. Especialy at the center. Not only does it take a long walk to reach the cart it supports the sniper too much. Stage 1 and 3 have a good lenght
And hey! That's MY sign! :O
-amount of snow you have in stage 1 should be the amount of snow you have in stage 2, 1 should be ultra heavy snow.
-If you stand infront of the cart at stage 1 as the final cap is rolled over you get stuck, preventing the cart from capping D:
-stage 3's slopes lead you to look DIRECTLY into the sun, blinding you. reposition it, tone it down (a lot) or rotate that entire stage by 90 or 180.
-Stage 2 has a nice long sightline, the feel of it is very nice, but we did accumulate a disproportionate ammount of the snip' snip' guys.
Played pretty well overall today and, despite lack of players by the end, was fun! I like the layout as is - wasn't bothered too much by the sun, but if you can alter as YM says, I guess it wouldn't hurt.
The only bug we encountered was, as YM also stated, the cart didn't cap when someone got stuck in front of it at the end of stage 1.
Alright, I have to say this was one of the funniest PLR maps I played yet. While the first two stages seem a little open and the side routes are a little hard to find the first few times through the map, the last stage is incredibly well designed. The traps, the final stretch to the last cap... it's a very well made stage (I fully expect a a custom explosion at the conclusion )
Alright, here's a few critiques:
-As I already said, some of the center fight areas seem a bit too open, however we were playing with a small group so that might have been an issue.
-Some of the side routes (explain in the second stage) are uncommonly used... once again this might have been due to the small teams, but I still felt as if there could be a bit more direction as to where the entrances lay.
-The carts seem to be shaking a lot at uphill points... badly placed path_track perhaps? (most noticeable was the last hill on the second stage).
-A few of the doorways that can have two carts going through them (like in the second stage) are too narrow... blocking player movement on one side of the cart. While the carts never got to this point I'd assume that if the two of them ended in the same place the entire doorway would have been blocked.
-Second stage doors need covering... I could imagine it to be very frustrating to get sniped before the round even starts. (I also agree with Youme's comment about the sightline.)