v0idNull wrote: The scorps and tanks feel useless (maybe place the tank somewhere else and have boosters for scorps?).
Scorpions: I don't know what you expect out of them, scorpions are always useless. On a full server, half the players won't get the good vehicles, so the scorpions are there simply for faster transportation. There's a lot of them so you don't have to worry about throwing them away or getting stolen.
Tank: Wardad spelled it out, the tank's job is defense only. I put the fence around it because in testing, people would drive off the roof and get it stuck. I'm open to adding a ramp and letting it free for the final version.
Paladin: It seems useless, but it can be a game-decider like in Redrooms if handled properly. You can take the paladin up through the center route and drive it onto the enemy flag platform. With the shield up, your team will have plenty of time to grab the flag even when their tank is active.
There's just no way anyone is gonna get out alive. And what's up with that little hole behind the flag? Almost looks like a glitch.
This is why I resisted putting lightning in every locker. The map and especially the flag area is too wide open for 8 defenders with sniper.
That hole is the escape tunnel, and it will lead forward as well as back for the final.
Looking at UTStats, all matches have went close to the time limit so far, so I'll be making capturing easier when the map is complete. Maybe put the flag on a flat surface and make normal manta runs possible. Also adding some more cover on the foot runner's routes.
I just didnt like how the Bender can sit right on the flag, and you can't knock it off
Triple rockets from the side seems to always work for me. And if not, there's 2 painters on the roofs that foot players can reach.
Since I only played it once I can only suggest some more texture variation to give spaces unique identity.
The textures will get a coat of polish on them and you'll definitely know where you are at-a-glance.