The nature of having 8 CP's is always going to be overwhelming... there's really no way around it with Canalzone. I expect it to be confusing at first, but as long as people give it a little while they'll associate the CP names with their locations and have a much better time.
As for only scout and soldier being able to get around... I disagree. Pyros are rather effective if used properly. I've seen engineers lock down points so scouts have serious issues and have to avoid those CP's. Medics are a deciding factor in the crucial DM atmosphere where if you die you don't get a point, and thus fall behind.
It may not be the greatest pub map, as I don't really design primarily for public play (I like to give the nod to competitive TF2 first since nobody else does). That said, I still want people to be able to learn it and have fun, regardless of where they play it. There are a number of important decisions you can make during a game on this map (which CP to go for, etc), which is why I think it is fun.
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