Relatively small map about 5-10 minutes per round
At least it looks cool
the only decompiled bit was the fiddly bits along one of the walls
Horribly designed map.
By the way, nice de-compiling sir!
Pros: Great map. The lighting is very well done and the structure of the map is also well vary well made. ^_^ Cons: none
Really nice job. Anyway, unbalanced map, when you start "under", there is only one exit and it's too easy for "upper" team to defend.
Pros: Very well decorated. You obviously know how to make a map that is pleasing to the eye. Cons: The map is too small! Having an attack from the underground of a base to its main level is not very conducive to fun-having. Improvements: Better to start another project thatn work on this any further. Try making something more expansive. Trust me, people will like it much more.






Does it have a round timer? if not please add one and let me know either way






Yeah me too, i check back for beta2 update as i liek thi smap it just needs balancing for red
i even diabled engineers and it doesnt really make a difference






I hope the creator of this map has not been discouraged by some of the criticism. I still think the map has potential to be really good.
Hopefully he's still working on it.
You stole my name!






I just pld this again on 24 server and its impossible for attackers, its actually bioring as its just a slaughter and the only you can get out of the spawn is as a spy
there needs to be another ramp to the upper cp, its impossible to get going past blue spawn.
there needs to be more exits with protection for attackers so they can rocket and snipe blue without being rocket fodder as soon as they go near the exit because blue can fire rockets over the raisl and nothing goes through the rails. the other exit you have to run up stairs before youre even one level below blue, its just impossible
the lower cp needs to be moved or have more room as its just sticky bomb heaven, as soon as blue see its being taken they detonate the stickies and game over, you have to try and get back there again which is impossible unless yorue a spy. maybe put it at the mainframe so blue acn capture it quickly and have a ramp added to the other so its a direct run from the big exit up that cp.
also add a upper exit spawn door above the mainframes so red are on equal terms with blue
at the moment red is slways attacking uphill which means theyre screwed, the railings cant be shot through, theyre solid, a lot of users were complaining of missing textures im not sure where
allow red to come out where the mainframes are now, put a door ebhind them or change it so theres an upper level and a lower level, i put it in rotation but took it out because its so unbalanced
i really like what youre doing but still needs some work