PaulsenThanks so much for taking on the challenge to continue working on this map! Not sure what your first listed change is referring to exactly but personally, I think the best course of action is to just change the last point to what you have proposed in the pictures, while keeping everything else the same (referring to rc1 with the 2 second cap time). I think going one step at a time is the best approach as implementing too many changes at once won't let us judge each change independently. For all we know, changing the design of the last by itself might be the perfect solution, and adding anything else at the same time might throw out the balance again.
For the record though, I think there is some merit to reworking the top chokes eventually. I'm not a huge fan of turning the upper chokes into shutters though as it reduces the likelihood of game saving sniper plays (i.e. the sight line between last and upper lobby is now gone).
The first change is referring to the respawn time, following collaide's notes it'd be:
- Changed the spawn time from 1 to 5 for the attackers of last.
I calculated this to be roughly the time needed to push out of last by denying spawners to properly contest spire, but it may be too much.
But yeah, I agree; we should definitely test one thing at a time, I just happened to build all this on the same file.
I don't know about the shutters either, I want to see what the effects of reducing the chokes at the top are; I noticed the sniper problem straight away but you could probably design around that by using other types of chokes. Plus, the entire top section is horrendously designed, it's a proof of concept I suppose. Maybe a proper mapper out there could make it look not trash.
Also, we only have b5, the rc1 .vmf file isn't available.