As soon as I'm done with the next revision, I'll open the map up for "private" testing. I've only been able to get real feedback from Constipator and Tuna_Can. It'd be nice to get a perspective from people brand new to the map and those who have been playtesting this map since 2007.
@ Paradox: Yes, you do die if you fall. This may change if many complaints arise and it becomes a big problem. However, I am currently trying to resolve this by making all the jumps in the map significantly easier and by "covering" some of the bigger holes in the map.
One of the biggest challenges in making this map was working with how open it was. Initially, there was virtually no cover from magnum fire. If you inspect the video and the "Insane Frag Orb" one closely, you'll see that there are glass walls, towers, and the likes everywhere. Another problem the openness still poses today is performance. I'm a bit baffled as to how to optimize the map completely, perhaps you can help me in this Valar?
Another thing that may be a hit or miss for many is the fact that the RPG is not the power weapon of the map, really. Watch the video one more time (or just think about what I've been talking about the last paragraph) and I think you'll see clearly which gun or item is the dominant weapon of the map.
As of now, specially colored jump pads have a "cooldown" timer. This is to: 1.) prevent a whole team to quickly stack up on a certain area of the map and 2.) to bring in a sense of "control" in the map.
This map is in desperate need of testing for teamplay. In a 1v1 between two who know the map extremely well (basically... me versus Constipator), the match has often been lopsided to whoever controlled the map best. However, the total amount of deaths from each player averaged to 10 for a 15-minute match. Amongst those who were newer, the biggest factor of deaths was... falling off the map (lol @ Tuna).
The biggest problem for 1v1 was the fact that it was hard to combat against a foe who had every weapon and was completely armored out to the core, especially if you just respawned from a lucky headshot and whatnot. One major group that contributed to this were spawns placed at areas where you really couldn't escape quickly if spotted. For this reason,
additional speed ramps will be placed in the map. Not too much to make the whole map a racing course, but enough to give you a good boost in speed at the duller areas of the map.
There are no props.