1. When you exit the blue right spawn doors there is a little ramp up into the house with 4 black supports - if you touch those you die! Oh dear...
I must have messed up the I/O on the hurt brush. It is meant to only activate when the ramp falls so players under it aren't stuck in limbo or block the ramp from falling. I'll fix this, don't worry. <EDIT> I can't replicate this, can you elaborate?
2. Lots of complaints about the log bridge right outside of blue spawn as its very easy to fall off and there isnt a simple ramp to get out of the pit - not a big complaint but I have heard quite a few mentions of it
This is intentional. Don't fall!
The ramp of debris should be easy to climb, I have it clipped rather than relying on the collision models. Are people having trouble getting up that?
3. Everyone on the server so far has really disliked the "slidey back hills" as they call them - they do not add to the map and seem like they are there simply because they can be.
You're right. They were included to see how the effect gameplay. I want the courtyard before the explosion to be played in more, and thought the backward sliding areas would keep the cart in that area longer. More playtesting will see if they stay
As it stands right now the regulars are almost split down the middle on which map should be in the rotation (hell the last vote was dead on 50% and the vote after that was 54%).
I'm okay with older versions being played (although pl_swiftwater has the engy exploit). These changes are sort of my director's cut - I'm fixing things I personally don't like.
For example the new house on the right of Blu Spawn exit keeps the action focused in stage one, as opposed to blu simply cutting off red by jumping the rock and fighting around the cave. That always bugged me.