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The map has had up-to-date 2 playtests which have turned out to be successful. Of course it had it's flaws and things to improve, but nothing was map-breaking or gameplay-breaking, atleast in the conducted tests.
I'm having a small issue with taking a good top view of the map, but expect one by today.
I take your words for granted and will try to improve the map to it's fullest potential by the full release, the map is still in it's alpha stage and there may still be things to be rethought entirely.
Regarding a test on TF2Maps.net , I'm currently busy and won't be able to finish the version meant for TF2Maps, but expect a certain playtest on a server of TF2Maps.net this summer.
I appreciate your time for testing/pointing things out, thanks again.
* Mid looks too easy to defend.
* The roof on the mid shed is very sloped, can jumpers land on it to shoot down through the open windows, or will they slide off? (Maybe add planks that allow all classes to get onto the roof.)
* The underground earthen tunnel feels superfluous. It needs playtesting to see if players actually take that route. I see lots of different buildings, aboveground and underground (that bunker with the columns). From my experience this can either split up teams, or players ignore half of the areas because there is no reason for them to go there as they move straight for mid.
* koth_Harvest is pretty small even for a KOTH map. This map seems to be far larger, but it's still just as "flat" as Harvest. I see quite a number of very open areas which could make it a heaven for Scouts and Snipers but hell for other classes.
you get this cancer
harvestus boritus
harvest is better then :/