CaspianEveryone felt the map was far too big.
The lobby/passages between second and last are too large and confusing.
Sniper was too strong at second and middle because of sight lines and the scale of the map.
Middle and second are both too large.
The final control point caps too slow.
I think it has potential if everything is scaled down 30-40%.
Sunshine's mid is 1932x1792, and its second is 1632x1712. Process' mid is 2048x2048, and its second is 2168x1152, approximately. I see where you're going with the "too huge" thing but I don't feel like the ENTIRE map is huge, only certain areas (that I will try and scale down).
Sniper is a problem, slightly, although most of the sightlines aren't a big issue - besides the one peeking all the way from second through choke onto mid. That one will have to be fixed.
Yes, the final control point caps too slow. That's an easy fix, I've already changed the value for the next version.
MeematI was on the losing team of that pug - it's a beautiful map and has fun architecture, but I feel like the lobby between last and 2nd has way too many entrances to ever allow defenders to push out. We defended at least 6 or 7 last pushes one round but were unable to push back out. You're also extremely susceptible to being sniped throughout the map, especially at mids and defending last.
I also think that the cap times on last are too long and the map felt a bit too big in general. I think it's a really exciting map and has some great potential but those are just some of my thoughts from having pugged it.
Last lobby is probably the maps' weakest point - and as such, I am scheduling a redesign for a5. Expect the lobby to be less complicated, and expect last to (hopefully) be easier to push out of. The respawn times were bugged out too, which was probably a factor in that as well. I'll be changing all that around.
DamnEasyMaybe change so you can do fast rollout with solly?
Yeah, I'll either remove that block altogether or make it a lot higher so that the fast rollout is easier to do.
StaticVoidIt looks OK, I'm not a huge fan of the sightlines, or the wall textures. Reminds me too much of orange, probably will be favored sniper map...
The wall textures = alpha. It's not detailed because it's still a WIP!
Sightlines were addressed above, and although there are a few I think most of them are not an issue, due to the location and viability of the actual sightlines.
A5 will come soon, it will have a lot of redesigned areas - which will hopefully make the map even better. Thanks for all the testing and feedback!