So this recent gameday test was a flop, stage 2 didn't work and most people didn't like Stage 1 (for it being 'too big' even though I know of a lot of official and custom maps that have areas much bigger). I'll probably go about making the points a bit more defensible and fix stage 2.
The only reason stage 2 was broken is I can never test a map for that long on a listen server. For whatever reason, I have only enough time on any given listen server to quickly build cubemaps and take quick photos before it freezes on me. I believe I have fixed the error for a3 but I'll try my hardest to find some way to test it before next gameday.
I'm not sure what bothered people on stage 1 so much, though. Was it the lack of viable defensible hold positions? (because I know of a few points that are good sentry nests and I saw nobody using them); or was it the lack of signage? Because I personally don't think the map too big to cause problems, it just needs better defensive hold positions. I remember on the first test of A1 we managed to hold both A and B on different occasions, and those points barely had anything changed, so I really suspect it was either teams or not knowing the map.
Also I got this as feedback; "I like the style, but big areas are supposed to be passed through, not for decoration. It needs more decoration and gimicks [sic]". was it just sarcasm or something or did he mean something by that?
I know we didn't get to test it for more than a few minutes but I'd like to know what (besides the broken stage 2) caused so much damn negative reception.