Thanks a lot for the playtesting, that really helps a lot.
Well, you've convinced me about the setup time. I'll at least reduce it to 50. Maybe 40?
As for the difficulties RED were having, that's going to be hard to get right...but I just knew it was coming.
I've been thinking about adding a one-way door to the lower shortcut (the one that exits on the lower part of the wooden structure). What stopped me from doing it is that Scouts can double jump over to that shortcut from the BLU spawn, so I didn't want to ruin that for them. Of course, now I see that I pretty much have to add one.
Removing the defenders' access to the upper area would be a little too harsh on BLU, I think. They would have NO chance of getting spies in there to sap and stab the attackers, leaving the spies no choice but to spawnkill. Of course, if you're talking about access via that wooden structure, I could always remove the hole that allows skilled rocket jumpers to get up there. Constant soldiers infesting your forward base
isn't something you want, true.
Chilly, what you're saying about only a couple of teammates locking down the second area is interesting. Do you by any chance have any demos? Or could you tell me about some specific spots or strategies that were too powerful for RED in that area? As for the spawnkilling, I assume that was caused by the last area being too easy to lock down, meaning people would seek adventure further into the map.
And, of course, that problem with RED and BLU being switched...honestly, it's not yet too late to change it. A (huge) texture change and some altering of my design plans is all I need to do to change it, so if it really confuses people that much, I'm willing to change it around.
Once again, great to hear that somebody's been playing it, I guess I should pay this server a visit if I catch Smoke on there.
