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Great map otherwise. Maybe make the first objective a little bit harder for attackers? As it usually doesn't last very long.
Unfortunately i can't change the flag mechanics as they are the ones from the CTF gamemode.
@Kanotsson:
The bugs you've mentioned are going to be fixed in the next patch which should roll out today. I'm not sure how I can balance archers better, maybe if I apply the suggestion Savas2001 made, with the extra hill that provides spots for Mason archers to counter.
Thanks for the feedback guys! I really appreciate that. :)
Before anyone demands any harsh balance changes. I just think for the Masons last objective, give access to the hill just in front of the Mason spawn building (when you come out and go to your right, slightly), so Mason archers can overlook Agatha archer points so it's not as easy for them to just look at the middle choke point. It's especially annoying when archers plus ballistas are all aiming at where the masons come through for an easy kill.
I think that should prevent Agatha from having full range control, plus ballistas.
>It's easy to get stuck at the wagon in the rightmost lane (from the attackers pow).
>The "Shoot" obj is still visible in the HUD after the second stage is completed.
Well made terrain and the first and second stages felt balanced. The third stage felt like it could be unbalanced considering the bottleneck entrance to the castle. The throneroom could perhaps use some assemetry, as it is it felt like three highway lanes.
My two cents
/Kanotsson
Please delete this travesty.
http://cloud-3.steampowered.com/ugc/468676650849103590/68E68B9108E46EFB4E2BD5E9AAD6B1994149CF07/ :>
Looks great guys, very nicely done man.. I'll keep it on the rotation. :)