it’s a good idea null, the spawn swap that is. i’ve always thought the second half of goldrush was just way too easy for allies. switching the chokepoint of the narrow street right before truck1 onto allies during escape would definitely rebalance the map.
disabling the tank yard spawn would give equal access to the command post(more often than not the command post is a lost cause for the axis after the tank is lost). i think the tankyard would be much better as a capturable spawn depending on who builds the command post.
so my recomendation is(only regarding spawnpoints, not sure how i feel about changing the truck path):
- normal start
- after tank is stolen, tankyard spawn is up for grabs depending on who builds cp(spawn is dead if no one has command post)
- after both gold crates are in truck, allies spawn in bank spawn, axis spawn in allied original spawn(maybe the spawns don’t switch and “stolen the truck” message doesn’t fire untill truck actually moves to first spline like the tank at the beginning)
i just don’t like in the original beginning that the axis have to stay so focused on defending the tank and the allies just have brute force their way in to steal the tank. it takes no strategy or talent of any kind to get the tank in the first minute or two of the map.
of the original maps, i think this one is the most unbalanced. next up, Radar needs a balance tweak.