maybe add ramp from mid lower ground up to jump-able-height to top of news stand. reason being i keep hitting the stand when i try to make the jump from concrete to bridge, and it buuggss meee!
also because mid ground is soo flat, and i understand in maps like harvest that these sorts of barriers are okay because there exists jumping classes, but i feel like it would be better because it would be more interesting. would it be too powerful though? wouldn't everyone take this new route, never to use ground again? it faces the other way though so maybe not...
Jetamo made an annotation at -471 1024 -138 while standing at -256 1018 -58
March 2015
Should maybe change the downward staircase in spawn a bit. I hate that if there is a leader in the tower I walk in his direction, but go down so far away from his direction. Like, I feel like I'm going the wrong way, but in the correct direction?? It's dumb. I think cut the stairs 2/3 of the way down, and make that branch off somewhere maybe, I'm not sure what you'd do with it, I know the space is tight. I just don't like that feeling.
Another thing to keep in mind is how one team can get way ahead of the other, and there's nothing that the enemy team can really do to stop them other than not die (like that'll happen, they're already down by a ton) or be awesome and kill the leader if he has a lot.
I think putting Beer: 1 will help signify that people start out with, and drop beer on death. Cause people were asking on the mic, "where do I get beer from?". I mean, they would have found out eventually, and by golly they did even on the next round, which is totally fine, but it's something to keep in mind - readability again.
Spys are difficult because they are potential leaders; a leader shouldn't have the ability to go invisible and go behind enemy lines, that doesn't lead a team. Currently when spys disguise or cloak they drop all their beer but people say that's annoying. So, do you make it so spys can't become a team leader at all?
people mention about how enemies group up around leader and it makes it hard to take out. #1: I like that, it's fun. #2 Payload does that and nobody complains so I don't think this is what they actually mean, just how they describe their complaint.
I think they might mean in instances like spy or sniper or caber demoman that work with jump in, kill, jump out - where that doesn't really work in this map, but I feel like part of the reason I made this map was for that feeling which doesnt exist elsewhere.
show progression of round more - we had idea for ufo getting drunk, but something else like more green color, or something. just cause people say the round takes a while but each round is only like 10 minutes, in comparison to plr or pl or rd or sd or 5cap that's not bad at all so I don't think that is the actual thing they mean.