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2. Seems good to me. Though you should probably add/change some more defenders spawns to the ground on the flag and around it. So people don't just spawn at the walls once the attackers are close to flag.The walls are not that high and there is a lot of jumping spots where you can safely jump down, so the people spawning on the walls are not that much further away from the flag. Above the tunnel exit you can jump down, at all of those buildings next to the wall.
The walls are not that high and there is a lot of jumping spots where you can safely jump down, so the people spawning on the walls are not that much further away from the flag. Above the tunnel exit you can jump down, at all of those buildings next to the wall.
Thanks for the input, it is reassuring.
For the broken bridge, that one poses too much risk to be an effective attacking position in my opinion. Crossing it is possible, but there will be some casualties in either case. Some players will simply fell down. I fell down 3 times myself :PThe character you used though is probably while hosting it, which is a 0 athlethics and 0 agility character. The jump was a pretty safe one with the scene editor character at the best spot, and that was without attempting to jump from the railing to the base level, which gives you some extra distance. I expect that most characters will have to be in sprint mode before attempting it, which is something I like, otherwise it is useless as a mechanic. That route is 40s to the flag, and doesn't have any other chokepoints than the jump, which if it was too easy would make that route incredibly fast. As for defenders stopping them from jumping there, there are also railings so you would need at least 3 people to pull it off, and I am not so sure defenders really get there first, and after the gates are opened the defenders will probably rather hold the flag. Otherwise I think it is fair if they are able to do it, forces attackers to go somewhere else which is fine.