I admit that my previous thread could have been more objective and detailed, so now, I will focus on jb_bunker_b3's issues in their entirety.
1. Layout. - Bunker's layout is the major contributing factor for its removal. The layout boils down to being 1 long corridor that takes a turn on its ends. As a blue, it is difficult to navigate the map properly without being rushed or cornered by reds. To add to this, as you move down the corridor, the hallways get smaller, and the minigames get grouped up too close to each other. Also, some minigame blue sides use teleports, which can be easily camped by reds and causes round delay. Additionally, the layout is also an issue for rebelling reds since the map offers few, if any, alternative routes to run through, and consequently, a rebel red is highly likely to encounter a blue regardless of what they do. The ammo secrets are few in numbers, and some take a lengthy amount of time to complete and/or require access inside a minigame, which makes it difficult to acquire ammo outside of armoury.
2. Visuals - In terms of appearance, it is not the best. Various textures are used that do not contrast or blend well together. There are multiple instances of Z-fighting being visible on the map. The pictures on the walls are all different colours and look out of place with the wall texture. The map also has a consistency issue with its theme since there are random Minecraft textures in Deathrun. Overall, the map still needs multiple visual improvements since the textures that are currently used do not quite make it feel like a "bunker." Also as of recent, jb_bunker_b3 still has lighting issues in certain parts of the map especially in vents where it becomes extremely bright and difficult to see.
3. Minigames - These are mainly gameplay issues or oversights:
1. Class crush: There is no sound indicator for when the weapon appears. Then when it does appear, the display weapon is too small for players to see.
2. Minefield: It is too short, and a couple of heavies could tank all the mines and the rest of the team would be able to run through. Additionally, a boston basher scout can cheat the whole course.
3. True Or false: Only 1 red needs to walk through and die for everyone else to take the correct door, which is a very slow way to reduce reds compared to a regular true or false. This game is also very prone to button griefing.
4. Bumble beam: The first platform is large enough that no one dies from it, so it just ends up wasting time. Otherwise, it is fine.
5. Theatre: The insta-kill is a terrible idea since there are no barriers to stop players on the sides from walking on there. I have seen this get to mass freekill several times.
6. Deathrun: The traps are not separated far enough, and a boston basher scout+medic combo is able to cheat it very quickly.
7. Slide: This game only lasts 2 seconds. The effort it takes to bring every red into there is not worth it for how long it lasts. Also reusing the starting area as the finishing area makes it prone to button griefing as one blue can keep restarting the minigame forever.
8. Jump Rope: The jumprope room is too small to have hard mode on with multiple reds since it becomes difficult to see where the rope is exactly.
Overall, jb_bunker_b3 still contains various major issues. I hope I explained more clearly on why the map should be removed from rotation until it receives drastic changes.
1. Layout. - Bunker's layout is the major contributing factor for its removal. The layout boils down to being 1 long corridor that takes a turn on its ends. As a blue, it is difficult to navigate the map properly without being rushed or cornered by reds. To add to this, as you move down the corridor, the hallways get smaller, and the minigames get grouped up too close to each other. Also, some minigame blue sides use teleports, which can be easily camped by reds and causes round delay. Additionally, the layout is also an issue for rebelling reds since the map offers few, if any, alternative routes to run through, and consequently, a rebel red is highly likely to encounter a blue regardless of what they do. The ammo secrets are few in numbers, and some take a lengthy amount of time to complete and/or require access inside a minigame, which makes it difficult to acquire ammo outside of armoury.
2. Visuals - In terms of appearance, it is not the best. Various textures are used that do not contrast or blend well together. There are multiple instances of Z-fighting being visible on the map. The pictures on the walls are all different colours and look out of place with the wall texture. The map also has a consistency issue with its theme since there are random Minecraft textures in Deathrun. Overall, the map still needs multiple visual improvements since the textures that are currently used do not quite make it feel like a "bunker." Also as of recent, jb_bunker_b3 still has lighting issues in certain parts of the map especially in vents where it becomes extremely bright and difficult to see.
3. Minigames - These are mainly gameplay issues or oversights:
1. Class crush: There is no sound indicator for when the weapon appears. Then when it does appear, the display weapon is too small for players to see.
2. Minefield: It is too short, and a couple of heavies could tank all the mines and the rest of the team would be able to run through. Additionally, a boston basher scout can cheat the whole course.
3. True Or false: Only 1 red needs to walk through and die for everyone else to take the correct door, which is a very slow way to reduce reds compared to a regular true or false. This game is also very prone to button griefing.
4. Bumble beam: The first platform is large enough that no one dies from it, so it just ends up wasting time. Otherwise, it is fine.
5. Theatre: The insta-kill is a terrible idea since there are no barriers to stop players on the sides from walking on there. I have seen this get to mass freekill several times.
6. Deathrun: The traps are not separated far enough, and a boston basher scout+medic combo is able to cheat it very quickly.
7. Slide: This game only lasts 2 seconds. The effort it takes to bring every red into there is not worth it for how long it lasts. Also reusing the starting area as the finishing area makes it prone to button griefing as one blue can keep restarting the minigame forever.
8. Jump Rope: The jumprope room is too small to have hard mode on with multiple reds since it becomes difficult to see where the rope is exactly.
Overall, jb_bunker_b3 still contains various major issues. I hope I explained more clearly on why the map should be removed from rotation until it receives drastic changes.