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Changes Include:
-Added an additional exit to BLU's 3rd Spawnroom
-Added a sniper spot to the final capture point for RED team.
-Adjusted AddTime on CP#2 & CP#3 for additional balance.
Changes Include:
-New Lighting (Reverted back to the old lighting in Beta 5a)
-Changes have been made to the final point for balance.
-Max Cart Speed Slight Reduction
-General Balance Tweaks
with barley any snow (once or twice a year if you get lucky.)
So ye.
Note: Beta 6c win rate [fithstats.gameme.com] was completely dominated by RED's 70% to BLU's 30%.
In the coming weeks or so, i'll release small update (Beta 7d) to balance things out some more.
As for the lighting i'll be experimenting with different lighting and see what fits best with the map.
I see many sentry spots just by glancing around, beast map for engie!
I am sceptical about the new lower spawn exit with the ramp at the waterfall, though. From experience with pl_Badwater and pl_Boundary and pl_Goldrush, those low spawns are extremely annoying, too easily campable by BLU, and when you leave it as RED you have no clue what is going on above.
I'll reserve my vote until I have looked at the map a bit more, without the distraction of battle.
I noticed, though, that the floating bottlecap to the side of the big bottle has a collision box; I could bounce pipes off of it as Demoman. Is there a reason for that?
That is a trend I've seen a lot recently with custom A/D maps (esp payload) created with an eye towards competitive, i.e. pl_Barnblitz_pro6 (compared to pro4 which I prefer), pl_Badwater_pro8, but also other maps I've seen in playtest last year. It's might be fine for comp, where each team plays one round as BLU and one as RED to compare push times, but it still feels... frustrating. The map no longer feels fun when played non-comp in a 24 slot server.
Also, the yellow-tinted skybox is ugly.
I'm sold.