well we thought it would be final with JimBob. The main problem was testing the map with 30 players. This is almost impossible without getting someone giving the pk3 file away & messing it all up like it occured with Carnage canyon 1…
We therefore only tested it with 7 or 8 peeps and now that servers have ran it quite a bit, a few bugs popped up and we noticed it was a little hard for allies to start with then a little too easy…
We’re therefore working on this to really get a kick arse map :bump: 
new map realse - desert temple (from 4 maps campaign ;) )
Marko,
We have run your map on a 34 player server and at first we adored it now we will most prob take it out of the rotation as its unbalanced. Indeed to hard to cross and then too easy. Please fix the temple spawn allied issue when the gate to the temple is blow. /kill and voila no more trouble storming the temple as you spawn inside.
It is a map with good potential. I really hope it will offer a more balanced play on the next version we will then see if we put it back in our rotation at the IPD Killingzone.
Anyway tnx for your dedication to mapping 
hehe np, I’m really focusing on team balance and I’m adding shelters to reduce sniping possibilities around the canyon. I’m also working on the temple, so axis have 2 buildable barriers they can set up which slow the allied progression.
There’s also another tank barrier we’ve added it and JimBob & I area trying to get better spawn areas within the temple so axis can defend it in a suitable way 
I’m really hesitating about one thing though:
maybe we could remove the escape caves completely and just have allies need to bring the gold back to the tank, in front of the temple… :???:
marko
please dont take the caves away,i love trying 2 catch the allies runing with the gold…

Why bringing it back to the tents?
U could consider bringing it to a truck just on the hill outside the temple as the allies then have to run the gauntlet and the 2nd floor gets really important
Just a suggestion.
yep, was thinking of not removing the caves but changing the route through the caves. They would lead to the fron tsection of the temple, providing a safer escape for allies than running backwards through the temple once again.
Allied spawns have now been moved in front of the temple instead of inside and axis will be a little closer to the gold crate. I’m waiting for JimBob now to see what we decide about where to return the gold :bump:
:bump:
Not sure if this has been reported already, but:
When as a spectator, it’s possible to go to one end of the gully with the bridges over it, and see a vast HOM effect.
[edit: And at the other end.]
I’ll go take some screens.
[edit: I’ll upload the screens tomorrow.]
yeah I know but thx for reporting it…
I considered a spectator glitch not very important and prefered to have all sides of my sky caulk instead of sky on sides
:drink:
Shouldn’t you be using clip brushes to prevent this effect from happening?! That’s not a spectator “glitch”, but rather bad mapping.