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I will give removing the room and outside area a go and conduct some map testing with some of the EU regulars.
 
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After some experimentation in hammer and some brainstorming, the room will be the new Blue spawn, hale also has a teleport to escape the room if red decides to camp the entrance (like what happens on military area). The teleport will place hale over the control point. Will also add that I closed off the outside area and disabled its teleports.
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Will also add that I closed off the outside area and disabled its teleports.

This alone has peaked my interest a bit; however, i still stand with my -1 for this map still since the main area of the map is kind of the issue of how this map functions in terms of stalling and hiding.
 
Here are the changes I have done up to this point:
- Closed off the outside area and removed the spawn points there. (Previously I had only reduced its size as it was too large)
- Redesigned the room to function as hale spawn with hale escape options if RED camps the entrance.
- The secret teleport is disabled.
- Bug Fix: Engineers no longer can build on the jump platforms while they move which stops the "floating" buildings which can be a nuisance to deal with.
 
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I am open to suggestions about improving the map. However, I am currently deciding whether to remove some of the upper platforms to help reduce the stalling and hiding points.
 
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