The 7th update described in the readme is a reaction to
Fatality's and Star's review. Thanks once again for the feedback. I'll explain, how I tried to react to the points you made in that review.
If I got you right, the main points were:
1. missing climbing possibility in the center room
2. clipped billboards
3. dead end beneath the yellow armour, missing climbing possibility
4. too little chances to make a comeback in duels due to little amount of weapons
5. too dominant spot next to green armour, from where you easily spot opponent and control map
What I changed:
1. I added a small ledge close to the smaller platform, from where you can jump up fast.
2. That was already fixed in a former update.
3. I added a crate and a 45° ledge. 3 normal jumps and you are on the top level, without being spotted from the outside.
4. I added more ammo (shells, riflerounds, grenades +1) and placed the playerstarts relatively close to those weapons, so you can grab one fast, when respawning. Besides these 13 "normal" spawns there are 2 "unlucky" spawns on the floor in the middle and 2 "lucky" spawns directly "in" the 2 armours.
5. I placed the items in a way, that it is hardly possible now to view all of a kind from one spot (like rockets were before), I moved one of the healthbubbles out of the area. I added another room, in which I placed the corresponding teleport, so you cannot overview both ends of the tele (what made the tele pretty much pointless in the older version). I changed the teledest, so you can get into the back of the player, who is trying to overview the map form that level.
(I also added a little ledge to provide a little more cover for the green armour, forgot to mention the readme.)
Questions and feedback welcome!