I had a question about the "bounce up to intel room" thing. Did you want it to act like a trampoline? So if you walk onto it from flat ground, it doesn't affect you. But if you jump or fall onto it, it propels you upwards by a factor of how high you were. Maybe the first hop doesn't get you up, but the second hop from the higher altitude does.
Yes, exactly. I should have precised that.
I don't really see the point of having destructible windows other than for aesthetic reasons. It wouldn't be hard to do, but it seems like something that will have little effect on the map.
Well, I think it adds a small strategic element to defending (the windows should be hard to destroy, thought). Mostly, the window in the intel room. Destroying it or leaving it has probable repercussions on the match (until an intel is capped, maybe ?).
Defenders can destroy it to get, for example, a nice sniper perch, or leave them so they can catch the attackers as they fire at the window to escape or as they flee through the only viable exit path.
Attackers can destroy it for another easier exit / high jump-whatever entrance, but doing so will cost them firepower.
About the map design: the space between the RED and BLU base is very sparse. Snare would be able to abuse the high, and relatively safe, vertical space with a single gravity flip. Same idea with Doom; he can just waltz across through the sky.
Hm, alright. I will make a canopy with some paths / utility on the upper part of the map and try to fill the middle a bit.
[Where're the flags in your map? Is Red's in the treehouse?
Yes. BLU's on the table of their base.
It looks like you could easily rocketjump up into it, or spam down into it with rifle shots or grenades from Blue's base.
I'm going to put a bullet wall next to the intel door.
It also looks like Blue's is too easily defendable, with too many choke points.. though I see many things you were planning to add to that base, so I'm not QUITE sure how it would play.. it still looks too easily defendable to me though.
I'm adding a bunch of flank paths in BLU's base. That won't solve everything, but heh. It's INSMod, so I don't know how powerful attack and defense will be.
Color theories aside, the map is smexy as hell.
Thanks
