Re1wind, I know it's just in alpha right now, but you should put some vertical things (maybe metal beams) on the outsides of the concrete buildings. They look really squat and monotonous at the moment. Also, that opening onto point B right next to the curved side of the building is really weird. It's too vertically close to the catwalk's opening. That would cause structural fatigue in a real building, and it just looks strange. I would consider either moving that entrance or killing it off entirely, depending on how it plays.
Emphasis mine.
As for structural fatigue, i'd like to disagree:
Judging by the environment, there is little to no moisture in the air, although the temperature differences during 24 hours can cause a bit of thermal fatigue, although this won't be an issue for concrete/brick buildings. IF it gets cold enough at night for moisture to freeze is another variable which i shall cautiously ignore for now.
statically loaded, the area you picked out will have some strong stress concentration issues but concrete excels at compressive strain , although further analysis is required to confirm or deny whether or not the area of interest is indeed capable of supporting itself or not.
As for dynamic loads, such as sentries being built on the walkway, entire teams running over it, repeated hundreds of times per minute across countless servers, there is an inevitable point where the accumulated fatigue reaches a threshold where the material catastrophically fails: suddenly breaking apart and tearing into pieces (metal). This is inevitable, but can be alleviated by reloading the map to avoid any accumulated damage in the hammer-atoms that build up the map.
/end obvious troll. don't take it the wrong way shanghai, I'm just having some fun ^_^
/begin serious comments
Yeah, now that you mention it, that area does look off. I'll see what i can do about that, and adding more plausible supports.
@wooden structure comments. Not sure about that, but i'll see what it looks like.
