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First off, I'd like to thank the Admins at both OmniPotents.com and Fatal-Error.net for hosting my map. I really had no way to test this map against a "full house", I only had 1 tester. I saw the map was being played today, joined in on a few matches, listened and read what players were saying about it, then got right into the editor to correct as much as I could remember was a problem. Hope to see this "fixed" version being played. Hey guys, thanks again!
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Here's a list of changes to the map since it's original release :
These changes had to be made due to KarmaBoostVolumes sometimes failing to work, jumps that were too difficult and a few problem areas....

**** On route to the 1st switch ****

01) Added more vehicles to the Attacker's Base. Testing online I noticed a few servers had more nearly double the max players and vehicles weren't available when needed.

02) The Hellbender Lighg Assault, while I still like it, it also still has a problem allowing players to get in only from the front and driver's side. This will be fixed as soon as I can manage. Many of these "problem" Hellbender are now replaced by Hellbenders which are simply missing the rear gun (Attacker's vehicles).

03) The "Starting Gate" was widened and now had BlockingVolumes to prevent getting stuck in the mesh when slammed into it by gunfire.

04) The next series of platforms and rampways were widened and re-angled. The problems with the KarmaBoost jump were addressed. For some reason when KarmaBoostVolumes are hit by gunfire, they seem to "shut off". This caused many problems with the jumps. The 1st JumpRamp leading to the 1st FireHoop has been widened and has less of a severe angle. The FireHoop itself was also widened.

05) Further along the track you get to the wedge-jump, that has also been re-angled as well as the platform being re-angled to help with the vehicles not flipping as easily. The next circular platorm had all the "cone" shaped brushes flatten a bit as to not "snag" the vehicles on the tips.

06) (go up the ramp and make a right), now you come to the off camber ramp. This was angled a bit more upwards as to allow easier access to when exiting it. The next circular platform also had the "cone" brushes flattened. 1 of the mines were also repositioned.

07) (now you'll reach the 4 short jumps), the last one was widened as to help staying on course when the campers are pelting you with Hellbender blasts from the 1st switch.

08) Onto the 2nd large platform (the one after the long drop). If found many players on foot here, so, I added 2 health pickups to help the Attackers better their chances to reach the 1st switch on foot. Another health was added a bit further (after the 2 smaller drops) and also a classic snipe ammo). The yellow/black "Metal" ramp was flattened a bit and re-angled to help the vehicles pass over it easier. The next section also had the "cone" brushed flattened a bit.

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**** On route to the 2nd switch ****

09) The FireHoop was widened and the following ramp is now angled less steeply.

10) The next square platform was raised up to lessen the impact vehicles suffer when dropping down hard from the previous ramp.

11) The next 2 black & yellow (metal) ramps were flattened as to allow easier vehicle passage.

12) The MineField/Cone brush section : here, all the "cone" brushes were flattened to correct the problem of vehicles getting stuck... a lot. It is still a tricky part of the map, but at least no one will find themselves stuck on top of a "cone" anymore.

13) The next series of jumps all had the KarmaBoostVolumes removed (again, because they were malfunctioning if hit by gunfire) and all were replaced by PhysicsVolumes.

14) The 3 black & yellow (metal) ramps leading to the 3rd FireHoop were all flattened down a bit to allow easier passage with the vehicles. The FireHoop was also widened.

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**** On route to the 3rd switch ****

15) Replaced the KarmaBoostvolumes within the tunnels with PhysicsVolumes and did the same for the final KBVolume before the 3rd switch

16) The tunnel that you drive on it's roof, now has a solid brush to improve vehicles landing onto this are. This should fix the problem with vehicles landing there and getting "stuck" at weird angles.

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**** On route to the CheckPoint ****

17) Reduced the height of several "cone" brushes to stop the vehicles from becoming stuck on them.

18) Slightly modified the angles of the jumpramps along the way.

20) Again, deleted the KBVol and replaced it with a P.vol

21) Widened the ramp leading to the victory platform to prevent vehicles from becoming stuck half on/half off the ramp.

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Well, that should do it. I think everything that was a problem is now fixed (I hope). Anything else that is found to be a problem, send me an e-mail and I'll get right on it to have it fixed. With these changes, the match should take about 1/2 the time (no more 70+ minute matches) and be a lot more fun for everyone. I'll admit, this map may have been too hard (especially with the problems) that quickly kills the fun factor and leads to the map being disliked. I hope this version proves to have been worth the time spent fixing it. Enjoy!!

