A undermines all of that with accessibility.
this is what i believed would happen when the long wall with a hole through it (4) was added initially; i had hoped that a small enough central area might encourage players to get up closer to the enemies spawn, forcing the enemy to take the alternate paths to push back.
and when i joined the server, this idea was confirmed within the two or so hours i played. with 23 people on the server, i took path A only to find two or three others going the same way, everyone else took the other three paths (or spawned stuck in the walls). i generally died faster taking A than taking B, C, or D. if the entire team tries to exit out of path A at the start of the round only to be blown up with a couple of rockets, those players will learn very quickly to take the different paths, and it seems they already have.
2) All of these extra little details are out of place
i agree, though what to replace them with, i'm not entirely sure.
7) I like your idea to lower the height on the L shaped platforms. All they accomplish now are being useful camping the exit A choke point.
i'd like to make this change because i believe it will also prevent people from taking path A as often.
8) Get rid of it. First time I fell in it I had no idea it was even there.
that hole in the floor is a loving menace
sounds good.
also, do you want me to apply the cp_orange textures to the map, fancypants?
to talk for Fancy: Please add the textures
if you haven't already gyt, definitely do it.
spawn points are fixed for big player fx of mode or whatever
excellent