Thanks for the input. I understand people may want to revert to the other release and I'm fine with that. I'm addressing issues I find personally annoying. For example, in my opinion the latest releases have the least amount of spawn camping possible without a complete revamp.I have a thread you may want to take a look at.
Thanks. I should have fixed this months ago. This has been a long semester and I've been tinkering with another map that has taken too much of my emotional and physical time.There's also a place in Blu spawn that kills you instantly if you touch it, I can get a screenshot if need be.
What you describe was intentional: as blu you shouldn't want to fall into the ravine during the initial push. It is meant to be a focal point of fighting and an advantage for defense.the only way to get out of the pit is to run up to the defending end of the gully. This is bad for when the cart is at BLU's end of the gully, as it's harder to get back to without getting killed by a swarm of REDs on their end
Also deliberate. As the cart gets closer to the CP it should be easier for offense to touch the CP as it build tension for defense. Getting blasted off the bridge is still a determent, but not as devastating as the first crossing.and it's bad when it's at the end, as it almost encourages BLUs to jump into the gully as an alternate pathway.
When I get back home in January I'll take another look at the final spawn area and see if I can streamline it more.Yes, getting out of the final red spawn area was a lot easier around FRC4 or so.
This is a bit of a mystery to myself too as the layout isn't very different. In fact, red should have an easier time with the sniper ledge in the back building. I think the primary difference is the way the players leave spawn. Players used to mostly take the stairs, now they mostly take the vent. The lower area is actually a pretty poor position for red. The upper area is where sentries should be built, but without the team there to assist they are pretty worthless. When tweaking the spawn I will take into consideration ways to encourage players to move to the high ground.Also, the last point is insanely easy now, I'm not sure what changed
The 2nd to last cap is actually very beneficial to red. The spawn times for the last CP were left the same, but the spawn times for the 2nd to last cap are extremely low for red (like 2 seconds, almost instant). This lets red push into the courtyard area easier before the point is taken. Removing it would only benefit blue.Maybe move the 2nd last cap point back some or take it back out.