Bwahahaha Ravidge that made me rofl. >:3
The theme... oh the theme. I purposely avoided having too much of the indoor-Hydro/industrial because that's been done before, e.g. Vector, Eureka, Hydroelectric. So far I'm the only one who's tried to recreate the Hydro cave areas on this scale and I think that's where the charm lies. Now, it may turn out that it's still too visually bland, but that can be fixed with lighting and detail areas and 3D skybox.
The plan, for now, is to release maybe one more alpha to address some small layout issues, mainly the location of the initial spawn and the routes to last. From there I'm going to displace... or at least someone will. I'm seriously considering bringing in someone else who's very very good at displacements to help me out. Then it'll be detailing time. :3
As far as sentries on the roof: I hate that this is even an issue, but it's happened twice in my tf2m tests and brought the test to a SCREECHING halt both times. I got basically no opinions on the map today other than "Zomg, map sucks since sentry farms are good here." While that may be true, it doesn't address the issue at hand, that somehow the map makes people want to do such a useless thing. It takes an engineer a good 2 minutes to get a base up there, and in that time their team probably lost the fight and middle and 2nd because they were down a player (or two...).
Solutions: A) Nobuild the roof. I'd really hate to do this. B) Raise the roof enough that engineers can't reach it. This would hurt the balance for the rest of the classes, I feel. C) Ignore it, knowing full well that Engineers can still grief this way. I'm tending to lean towards option A, since it's just annoying more than it is effective. Today the problem was that BLU actually had 4 engineers in all overlooking spots... which, on a 12 person team, means that BLU also had no chance whatsoever to push out, and we had a lovely stalemate.
Things I need feedback on
1: The balancing of the paths at last: are they all equally useful? how can they be made to flow better?
2: The initial spawn: any ideas on where to move it to?
3: Spawntimes: do they need to change?
-FoXy