We have added this fine creation to the rotation on our 24 slot Khaos Pub server.
We have played it through a number of times with players numbering from 1v1 to 12v12 and found it to be a very balanced map, with both teams having the ability to win the match.
As stated by others, the first two stages show that a large amount of work and attention to detail went into the layout. The 3rd stage seems somewhat anticlimactic and needs to be "beefed up" a bit in order to match the depth and breadth of the 1st two stages...
Also, as mentioned by others, the lighting needs a bit of work as it is way too bright in some select spots. It is not to the point that it detracts from the gameplay, but a small adjustment here and there will definitely add to the beauty of your creation.
I, myself, really like the little extra animations that move the cart past the final capped points and transport it up to the next level... I also enjoy the fact that the previous stages are visable below as you move up the "Great Heights"... This makes things a bit challenging to some as the uninitiated players frequently try to jump down to the tempting familiiar scenery below, only to fall to their deaths... I dont really see this as a problem, as players quickly learn that the tempting jump down is just a tease. I assume that the extra scenery adds a bit to the filesize, and, if you were looking to reduce the size of the map, this might be a good place to start...
I disagree with one of the previous posts that claimed that the precarious ledges and cliffs need some sort of barrier to keep people from falling... This, to me, is one of the unique challenges to this map. It certainly gives those characters with the ability to "launch" enemies - like pyros, demos and soldiers - a slight benefit, but then, that must be taken into account and factored into each player's approach to the map. Afterall, a scout, medic or sniper that hugs the edge of a cliff, should be "punished" for their mistake! ;) If others really have a problem with it and players dont learn quickly enough not to tempt fate and ride the edges of the map, you might consider putting a small skull & crossbones sign to signify the danger near the edges.
The path under the water has been appreciated and commented upon (positively) by almost everyone that has reached that part. (My own personal strategy is to cover the "roof" underwater with stickies and just sit back and wait...)
The "icewall" path near the attacker's spawn that opens up after a few points are capped adds not only a much appreciated shortcut that can benefit both the attackers and the defenders, but also provides some dynamic changes to the approaches players choose to take... Also, the elevator shaft adds a bit of unexpected danger that keeps things interesting all the way to the end.
There are a number of great engie spots and numerous paths for spies to circle around behind the enemy's lines.
My sugggestions would be to tone down the lighting in those super-bright areas and add some length and challenges to the final stage.
Nice work... I look forward to the next update!
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