-I kinda want more than the 1 soundtrack but its fine, like use a logic_case and have like a 2nd alternate mario track ever 1/3 rounds or somethin
- I like the 10 second delay on jump pads to prevent spam, however odds are the jump pads dominate the way you move around the map and would probably force most gameplay to be around it versus good hales. Giving hales jump-pads that go around the map is usually insane for bosses since they can use it in conjunction with super jumps to move super fast, super unpredictable, and super safe since no one can hit you at very high speeds. So why would most people travel around the map walking and be risked spotted by hale instead of just insta flying around the map. I think you take a step in the right direction with the delay its just unfortunate that I think gameplay will be over focused on that part of the map.
^ I try to answer this on a map I made by making 2 different trigger pushes, 1 for each team, and making the blue one slower and expect the hales to super jump mid push to balance it out.
-Map looks great for what its supposed to be. Runs very well and is mostly well clipped (only found like 3 errors in clipping which is good) .
- You nobuild water which is great foresight. However I feel as if the trees will be very hard to deal with if you get 3 sentries on 3 tress nearby but I have not seen it in a live server so who knows.
-Ammo and hp are honestly a bit on the low side imo. Maybe more hp in corners and in areas with roofs to stop soilder,demo spam?
Overall I like the map, maybe more ways for classes to get access to roofs that can't jump. few other minor details but in my books this map is much better than most retro vsh maps attempted.