First I want to tell you, I appreciate the priceless feedback Savant. Its replies like these that will eventually bring us to a great balanced map.
As it is, the map is a little too defender friendly, I'm noticing the same things....
The first set up was too chokey, this one is a bit too open, especially in the cp3 area.
I plan on adjusting the spawn waves so blue spawns a tiny bit faster.
Trying to port an HL1 map to TF2 is tough. Everything changes in regards to layout and scale. I'll be revamping the cp3 area with a few little adjustments. Ill list them:
- Removing experimental roof that watches the 2 exits from cp2. I will leave the back portion available for sgs to emulate the little awning that was on the TFC version. The tall one will stay but removing health... I think that tall roof needs to be there for blu to get up there and break a stalemate, red snipers can easily watch that roof so I feel it's fair.
you could see a bit of the opening, but never all of it at once
- Ive been wrestling with a few ideas on how to fix this. I think the best way is to move the entire CP3 building over to blu's right oughtta solve it.
FYI - I didnt ADD any roofs, I took out about half actually. and fixed.
I was on it last night, full server, blu got cp1 real fast, we held em off at cp2 for a while, but we stopped em at cp3 for like 10 minutes... theres something wrong there!
lol
I promise guys, Im working on it! As we playtest more n more I can make adjustments.