Anyway, we had a lot of fun on it. Most of us can't stand CTF (turtling) but still had a good time with it.[/quote[
I specifically made this map so it's hard to defend the intel without some very good teamplay. As it is, turtling inside the intel room is hard as a demoman can drop stickys from the roof, so the only option is to have someone on top of the hangar, but then that's not the most surviveable area to defend.
First, many people complained that there was too much stuff to get stuck on. I only had a problem in one spot, where I got stuck multiple times. Right between the planks, tire, and tree. It happens a lot if you come from the left and want to get onto those planks on the right... it's the natural spot to land.
Thanks, I'll have a look at it and the overhall clipping.
This part is more of a suggestion than a complaint. Based on the look/layout, it would seem like the bridge should be the main route and the upper path would be the alternate route.
This is not a bad idea at all. Mayme make it so scouts can double jump up the straight section. I'll do some meditating on the subject
Some people were also complaining about a lack of metal and health around the map. You might want to consider moving the small health and ammo packs into more visible locations and maybe even adding one more of each on both sides.
I'll look into it, thanks
There's also a bush by the scout jump with a mega health in it. A sentry can be placed right by it and remain mostly hidden. It's a fun spot so I'd love to see it stay, but if that wasn't intended you should nobuild it.
Well a sentry there is hard to build as it's a very travelled area, it's also hard to upgrade as the closer mega-ammo box is either inside the cave or over at the base. But I'll take a look at it, as this area was very vulnerable on b1 but is quite hidden on b2.
Thanks for the feedback, I'm glad you had fun with it!