A longer jump or forcing a trick jump != balancing the upper route. I agree with trog, the problems are inherent in the map design, I seriously doubt twitching is going to fix it.
In this case, "balancing the upper route" would mean making significant changes to the functionality of the bridge, and I'm a bit hesitant on doing that because this kills the 2fort feel. I think subtle changes (in this case, Wareya's idea to make the bridge jump harder) are really the best we can do to complicate a Jello Runner's trip without making radical changes to the map.
For any scout who can make your skilljump, you actually made it easier to jello, apply that statement tenfold if scouts can still battlement jump. You added increased defenses to the upper route and intel room, and made it impossible to use a sentry gun to effectively defend the intel.
This I agree with, the intel room seems a bit too congested with the walls coming in from the ceiling and that barrel/crate next to the desk. While making autoguns less effective in the intel room is usually a good thing, Wareya's version would make it harder for slower classes to land a potshot or two on a Jello Runner making his escape.
As a wallmask, it also has several major aesthetic issues, including arbitrarily changing wall thickness and randomly strewn and designed crates.
We can deal with this later; you make the background after the walkmask for a reason, right?
someone please step up and fix it up while keeping the design idea
It's Mythmaker's task to rebalance his own version. if you want your version fixed, go do it yourself, asking others to do the work for you is lazy.
You're being a bit caustic here. It's ultimately my map, and it's up to Wareya how much or how little he wants to contribute.
I think truefort would be a lot more balanced if you added a vertical path in these two places:
For A you add a ledge like on the other side of the courtyard, for B you move the crate and lower the exit above it. This would improve the map in two ways: For one normal classes will be able to intercept jello runners. Secondly normal classes aren't funneled quite as bad anymore as they now have a new attack path.
@the OP: I kinda like the sewer changes because it's truer to the original and it wouldn't negatively affect the balance of the map.
I like A, do you think anything should be done about the ledge right outside the spawn/the silo steps?
I see where you're coming from with B, but it would also give the capping team the opportunity to escort the intel runner even more closely, right?
I mean like separating the background from the foreground, and then the backgrounds from that background
That sounds really interesting, maybe I'll give it a chance