Thanks for all the feedback, Although it’s still a very early stage and I’ll probably have to wait some more weeks to know what needs to be changed to make the map more enjoyable to play, I’m really pleased with all your comments and suggestions for improvements…
Also thanks to all server admin running my map or having it in rotation…
ive took a look around only found 2 bugs
Missing:
textures/ronda/ff_midwall1
textures/ronda/ff_roof1
I spent all Sunday searching for those missing textures in my map, but could not find them. It looks like capslock trojan found one of them! I’ll fix this and will also cap the railing next to the commandpost.
allies are turned away from the entrance… Regarding axis they seem to spawn quite far away
When the game starts allies and axis will spawn in the same room, only separated by a wall with an iron gate/windows. So when a player spawns, he will look directly at his opponent. I got the idea from ‘old’ rtcw maps like mp_assault and mp_ice where a team has to blow up a door with a window with both teams on one side of that door…
The iron gate and windows have been clipped (clipweapon /clipmissile) so the teams cannot hurt eachother.
I agree that axis spawns too far away: I even had to slow down the tram’s speed so the axis would be able to intercept the tram at start. I already had some doubts about the whole axis spawn area ( the rocky terrain with the water)… It just doesn’t fit in with the rest of the map… Also had allot of problems doing terrain blending on that part of the map…
There for I will move the axis spawn more towards the south…
not what I would have gussed to be found in an axis controlled city being “liberated” by allies.
I randomly picked some posters from the internet to be used in the map, But being occupied by axis I’ll replace them with german ones. However I will keep the ‘‘Greta’’ poster 
I want to open door! I want to pass through buildings as a shortcut or not, could be it should be the longer way, point is just to be able to use them, for sneaking up on enemies as covert ops, or making ambushes etc.
I think I have to be very careful not turning my map into a labyrinth, So I can’t add to many new shortcuts. I also have to watch out with the r_speeds. I used the caulk-hull ‘method’ ( or whatever it’s called) to block Vis. If I cut a whole through it to create an alternative route, it will seriously increase the fps… However I will try to create 1 or 2 extra shortcuts if it’s possible.
You need to add a miniature v1 rocket on a shelf somewhere
Personally I was thinking more about a miniature v2 rocket on a shelf 
Its gonna be one of those maps that people will complain about until they acually learn it and low and behold they’ll enjoy it!!
yep, people ignoring the commandmap, or not checking the objectives in the limbo menu when they play the map for the first time and loose the game because of that. But you’re right: It takes time to learn how to play a new map…
- A tram barrier similar to the one used in railgun,as i think it is too easy for allies to get tram to second station and would add alot of excitement to gameplay
- Maybe the objective could be behind a satchelable door that could be rebuilt by axis engineer.
I already had the feeling that the map might be to easy for allies. If so, I will definitely add some kind of barrier, like a gate with a switch or the documents behind a constructible door,like you suggested…
- Another exit from the buildable spawn so allies can get to the west side easier.
I will try to create 1 or 2 extra shortcuts if it’s possible. A pathway from the constructible flag towards the west-side of the map might work, but i will have to test it first regarding r_speeds…
I also noticed that the spawn points were messed up for allies
Damn, you just found a script-bug: It seems that I forgot to disable the 2nd spawnpoint when the game starts. However this will only work for players using “setspawnpt” binds, players using the limbo will not be able to select the 2nd spawn when the game starts.I just noticed that when allies drive the tram past the stone bridge and axis drives it back to the front of the that bridge everything is fixed: you can no longer select the 2nd spawn with the setspawn command… I already fixed it for the next release…
also i noticed that “setspawnpt 3” will spawn you (as allied) on a bridge at a spawn point that doesn’t exist…

Those 3 team_CTF_bluespawn entities on the left belong to the 2nd spawn on the right. I will place them back at the 2nd spawn because a) it will only confuse players when they spawn on that small bridge and b) they’re just sitting ducks there for the axis team and even might be caught in crossfire with allies on one side of the stone bridge and axis on the other side…
Very few customs reach this level workmanship.
Thanks, I had a real good time creating this map and hope it shows. I know that gameplay is more important than the amount of ‘detail’ you put in a map, but I still spent most of my time on the details of buildings. I didn’t want players to say: ‘‘ah…another goldrush map’’ . There for I tried to make every building unique…and used allot of ‘custom’ textures…
you might consider putting 2 either side to balance the weight of the huge wall above
That particular part of the map has the highest r_speeds in my map (22 or 23k) so I have to be careful not adding too much stuff to that area. I’ll see what I can do…