There may be a few questionable changes in aesthetics, but anything that actually matters is better. Though I'm not sure why the sword trap has to take up that entire hallway now. >_>
Want to know what I think?
-The first trap used to have two questions marks on the side of it so taking it out gives the trap less detail. (-1)
-The second trap had a platform to boot which comes with a small chance of death and taking that out strips content of the map itself. (-1)
-The look (to me) is more refined on the guessing platforms that follows the second trap. (+1)
-The Beiber traps is visually replaced with a troll face. (+0)
-The sacrifice door and the door that follows are too much (for me and several people have complained to me about this) to wait for. (-1)
-Very old versions of Troll run had the gas trap made were players must run across the skinny platform under a certain time (that was in other servers)... In Saxton Hell the previous version on the trap did not even exist until it was properly set into the new version. (+1)
-The guessing doors are replaced with small narrow vents you must crouch to navigate. The only thing I see here is that players cannot jump over the guessing trap (which is an extremely rare occurrence and sometimes when that happen it may confuse players causing deaths) and must communicate with each other on telling fellow deathrunners which on is the right door considering the decrease in view (even though players are always ghosting them on both versions on the map anyways). (+1)
- The lazer trap that follows takes up an extraneous amount of space... Why increase the duration on the lazers existence when it reaches the end of it's path after being activated and give players even less room between the wall and the end of the trap? (-1)
- You can see the border of the trap that follows. (+0)
- The gas trap after that was replaced with a plain room. Why take out the panels and the design of the trap? (-1)
- The troll face trap after the cube that comes out of the wall has been reduced in radius and takes skill to maneuver as there is a wall that must be destroyed while advancing the trap. (+1)
- There is much less area for a demoman to caber back to the boxes above the conveyor belt trap. (+0)
- The ceiling trap afterwards has been speed up. This compensated with the safe spots between the trap. I see that this speeds things up (+1)
- The sword trap takes up the entire hallway... In the previous version I have seen people get killed without the trap even being activated because the landed on the swords. (-1)
- Medic trap has been replaced with a larger radius ceiling trap. This trap takes time to reach the floor but has poteintal to kill a larger amount of players (+1)
- Yes of course I noticed... The Fluttershy trap at the very end has been increased to a reasonable radius. (+1)
- Why replace the two portals at the end?... Some of us (look at the guy posting this) enjoy entering the room that gives credit to the map creators... It's not like when you enter the room you are prevented from winning the game as players can leave the room. (-1)
- Freerun button added (+0)
pros= +7
cons= -7
There was a reason I had suggested to have both versions of the map in rotation. This is also why the thread has "PREFERENCE" in the name. I understand why the map was updated and still wish for the older map to be playable. As Casual said I think it just feels bland.