[quote author=Fastidious link=topic=483.msg4655#msg4655 date=1314685631]* MAP10 &quot;Something Epicish&quot; by AlexMax<br /><br />Need to play test this one more and see it played more but my feeling is playing D here is going to be a nightmare.&nbsp; I like the middle a lot but once an attacker gets into the base there are so many routes, little halls, and ways to back track that the map feels like swiss chesse.&nbsp; As a defender it seems a losing proposition to keep good tabs on attackers.&nbsp; I could be wrong if people heavily favor the faster routes close to mid.&nbsp; One possible change might be making the grate closest to mid into a real wall so that defenders can see/shoot an attacker going for sphere but not get seen or shot at themselves until the attack either enters that hall or comes around a corner.[/quote]<br /><br />Thanks for giving me the first piece of criticism that wasn&#039;t just &quot;It was too big/confusing&quot;.&nbsp; Your description tells me that you actually know your way around and can give me some valid points.&nbsp; And honestly, I totally agree with you on the defender hell point...yeah the base has a green armor and a soulsphere but there are tons of ways in:<br /><br />[list][*]The main route in, under the lights.<br />[*]The blue hallway right beside the obvious route with the backpack.<br />[*]The teleporter in the main atrium that leads to the back hallway.<br />[*]The back hallway through the teleporter by the Green Armor.<br />[*]The teleporter to the soulsphere through the cage hallway.<br />[*]The hallway closest to mid.&nbsp; Accessible via the main atrium or the bars, and you can come out on either side of the flag platform.<br />[/list]<br /><br />The result is that (blue base) you have two entrances on the east wall, one on the north wall, one from the southwest, a teleport destination to the west and a cage to the south you can&#039;t really turn your back to.<br /><br />Maybe this kind of flexibility might work in 4v4, but laying it all out there I kind of agree that it&#039;s a little complex for 3v3.&nbsp; And for all the flexibility of getting in, getting out is simple...just fall into the ditch behind the flag stand and take the bar doors to mid.&nbsp; So really, it doesn&#039;t matter how stacked a defender is if someone can be in and out so easily.<br /><br />So yeah.&nbsp; Trimming the fat.<br /><br />[list][*]First off, I think I&#039;ll place a blockade behind the flag stand that is too high to jump over so you can&#039;t just blaze through the flag stand and be gone.<br />[*]Xen thought that the entire green armor hallway made the map too big.&nbsp; I put it there because I wanted people to be able to shoot at people who camped in that little nook, but I could just delete it and see if camping turns out to be an issue.&nbsp; It wasn&#039;t an issue in UDMCTF MAP02 after all, which had a similar area (with a blue armor even).&nbsp; Killing that hallway will reduce the numbers of ways in from 6 to 5 and give the player an easy way to remember the main route of how to get to the flag (just run back as far as you can).<br />[*]However, I could also just delete that entire back of the base period, with nothing beyond the flag room and main atrium.&nbsp; That would also kill the teleporter in the main atrium and drastically cut the numbers of ways in from 6 to 3.<br />[*]Given all of these changes, I think that I might be able to give the map a different style entirely.&nbsp; The reason I used a something-epicish texture set for the current map10 is because the map was so tightly wound and looks had to follow the layout.&nbsp; With so much of the map gone, I could have a little more freedom in how I detail it.[/list]