Yo, I took a look at this and I have a few things to comment on for it. The first thing is the payload stalls (The crate dropping, and the barriers). They might seem fun on paper, but it's really just annoying to deal with over and over again. Another small detail is that when it shoots at those, you disabled the push trigger, instead of setting the speed to 0. This is going to cause rounds to be lost even when someone is at the cart, leading to people getting mad. The mid area also suffers a bit. Both gameplay and story wise, it makes absolutely no sense. Gameplay wise, it's a mess of props thrown in to make it not seem empty/possibly block sightlines, with no good attacking or defending angles. Story wise, it makes no sense how everything became such a mess. Was the plane towing an entire train behind it, or did they decide, "Let's rest these 2 crates and a train car on this van's tarp, which can't support that". Finally, the wooden building near last is way too tight. I do want to mention tho, that the plane tangled in the wires is a cool affect, and that the shooting debris would be really cool if you saved it for 1 area instead of every 5 feet. I also like the building that the cart goes through as of now. It feels somewhat cramped, but not in a bad way (That might change with playtesting tho). Overall, it isn't a hell on earth map, it just needs a lot less prop spam, and more attention to making it fun to play.
Firstly, thank you for playing and for commenting!
The blockers (specifically the stuff the cart blows up) are intended to delay the blue snowball for a few seconds. However, I realize after talking it over with a friend that human players will not typically snowball. (And instead possibly C9.) The crate dropping serves to lengthen the effective track length. Of everything, this is the least likely to be changed. When I get around to it it will look much nicer, and might even move via a door instead of paths to avoid getting stuck, but only if it continues to have problems. If it isn’t broken, right?
next, the push disable. This is the way that the frontline demo is it, and I admit I just copy and pasted the I/O. I do realize that that could very well happen, that if it occurred during overtime it would end the round. Naturally this should be avoided at all costs! I find trains all of their movement-related inputs quite finicky and admittedly intimidating, however. I worry that if I were to set the train speed to 0 it would be stuck permanently at 0. And, by that same logic if I set the speed to anything else it would then be stuck at that speed. I am sure there is a way around this, but I am not sure how to go about finding it. Until then, I could have it add time to the round timer equal to how long the push zone is disabled, so when the push zone is reactivated they’re back in overtime. Some testing will be required as that is very bootleg, however.
and the Mid area... Well to be frank, I had no choice, there simply aren’t any better props that I would prefer. There are no 18-wheeler prop models, as just one example. Barely any vehicles to boot! I had to download a vehicle pack just to give it the tiniest sense of variety. But yes, if I could, I would use all cars. and the shipping containers are the only prop that size i could find with two open ends like that. As for the tarp, well this is a game where eating a sandwich heals bullet wounds, setting off explosives at your feet launches you through the air intact and not in tiny pieces, and drinking soda makes you impervious to everything except falling off a cliff. A shipping container resting on a truck’s tarp hardly seems like much of a stretch XD
The shack fort at B is quite close-quarters, yes, and to be perfectly honest it was more trouble that it was worth to build and then reblock out in block bullet toolbrushes, but I couldn’t exactly put any other kind of structure there, and an alternative “structure”, if not a wooden fort, would be a pile of vehicles and scrap, which would look even more bizzare.
I am glad you like the bomber tangled in the wires! It took a lot of effort to make the wires look tangled, and I admit I gave up after doing half of them anyway as I was getting eye strain from staring at the tiny grids, haha. I wanted it to at as sight line disruptor from the second floor of the fort, forcing snipers to stand in the open by their spawn or settle for mid-range.
The first structure on the cart’s path, the orange one with the cranes, is intended to be a holdout for Red, with its tight entrances yet cover less interior affording it better to the defenders, but of course it’s only good for a small section of the track, and without teleported they might struggle to reinforce it if it gets swarmed, which should hopefully produce some intense moments for both teams. ^^