I'm seeing one major right to that point, and it's very short, with a tight elbow bend for a flank. That worries me. You may want to look at payloads like Barnblitz or Boundary to see how multiple paths in tightly packed areas can work.
I specifically mean this
Nowhere do I see any other entrances or places to be other than this one tunnely area. Look at how Gold Rush stage 3 is a hallway of spam, then look at your map. You've got less places for players to be. How do you think it will turn out?
The dev textured platform is a start, but you need to turn the elbow into an area, not a hallway, and maybe look at other ways to work in flanks and side routes.
It's possible I don't fully understand the area, but take it in mind anyway.
I'm happy, but are you?
It looks to me like your map is a bit over scaled and pretty wide open. And what is going on with that glow on the control points?So this is my third map so far...
It's almost finished, but I think it's missing something.
I can't quite put my fingers on it...
-snip-
If you have any ideas, let me know...
It looks to me like your map is a bit over scaled and pretty wide open. And what is going on with that glow on the control points?
I guess what I'm trying to say is it looks like there is a lot of unused space. Now I'm not saying you need to fill it in (you don't want your map to be too cluttered), I'm just suggesting you scale down a bit. That's only one opinion though. In the end it's your map, so you should do what you want to do.Well, first, the map is designed that way ( Attack - Defense ) and the glowing control points are stylized in a future / high-tech style. The glow actually changes color depending who's owning the point.
( or it's the FOV that's way up )
given the height of those platforms combined with railings, it looks like that it would be pretty difficult to rocket jump up there for the average player, even tho the layout looks to be encouraging that approach.