I was already planning on flipping the carts, so I'm afraid I've got to rain on your "first" parade (haha). The area behind the no entry doors was just an old area I removed and didn't completely take out because I wasn't certain I hated it. The control point on the cliffside also exists just to get the gamemode working (it might work now without it, not sure. I always like to play by the old saying "if it ain't broke, don't fix it").
A few things I am thinking of doing but not sure about:
- Instead of the outermost route passing the hedge to go around the helter skelter, a route going through the brick part the holds the skelter up at the middleground of the steps
- Some form of tight choke route leading around the back of the map between the cart starts (to discourage the route: the old one was bad because it was so open and completely broke the flow of the map)
And I'm definitely gonna:
- Have the tracks cross over. I was experimenting by leaving it as it was and wanted to see if players would push to control the capture zone area.
- Add a new route coming out of spawn directing players up to the top beachside zone of the map
- Make A5s new routes more obvious (the building leading between the main spawn exit route's end and the area past the capture point ends, and the stairs route to the big building)
- Redesign the central area of the map, the big roof structure is kind of boring and doesn't help the issues snipers (and etc.) cause. The displacements and stuff are really awkward to get on the little block bit in the corner and it's not at all interesting to fight on (esp. with a sentry up there).
- Fix the lighting as people have said (it matched up with the Frontline sky when I left that in).
As you can probably tell by the flat textures on the helter skelter the current model is only a proof of concept and will be much improved on later.