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Just something visual.
Have fun making awesome maps!
~SSBATT
I played it when i saw it on the workshop and gave it a shot.
I played on it for about half an hour and decided to write down what i saw could be changed to optimize the map if i were the mapmaker.
I think the inside area is a little to dark in some places. The room where the inteligence is located at has i think to many barrels(Cool idea though). Next to the intelligence there are stairs, next to those stairs you can get stuck in multiple places. When you come out of spawn you can go left to go directly to the inteligence room, i think that that passage way is a bit unnecessary since there is already a door to the inteligence room in the room that you can enter by going foreward when out of the spawnroom. Since it's just a couple of seconds of difference i would remove it. In one room there are two medium medpacks and one small. I think that the limited amout of health you can get in one room should be equal to a full health pack. Two mediums and one small however equal to a full and small. I think that the floor that opens to the underground area of the villa is a bit miserable and might not work at some times(altough cool idea). One little thing i noticed that isn't really logical is that by the highground with the plain on top of it, the tables have two types of chairs instead of one which would be logical. I would keep the wooden chairs as those fit the WW2 style more and may cause less lagg. The water on the lowground is a bit buggy and i don't see the reason for there being one. I think making the pool deeper and adding a sewer to the walls under ground making a passage way to one of the villa's might work better.(Just my opinion though). Overall i like the setting of the map and looks good on the outside. I by the way also think this map is a bit to good for soldiers since they can jump form anywhere to anywhere in a couple of jumps. There needs to be clipping above the different compartments of the middle area which should lower soldiers mobility to the point that he isn't so good on this map because he can jump from wall to wall and can spam the inteligence room really easy since there are so many surfaces because of the barrels stacks. I would suggest making the intelligence room more open and less barrels.
I myself know how hammer works and know somewhat about the way maps would be played competitively and casually and their gameplay, strategy and holding spots.
Sorry if my English sucks.
I hope this helped you to make your map the best ctf map in frontline :) .
- Ray'on
Thank you, this was the most useful feedback I had in a while.
It gives this map a lot of carracter.