A9
Had another playtest and I'm liking the flow of gameplay though certain areas of the map still need some adjustment. Especially the area between first and second points. It's been really in red's favor and too chokey. So I made some tweaks to help blu push that area and then added some things to help red defend last.
The first capture point was much easier to capture with the tweaks from last update, though blu was still getting pushed back to their spawn when they are working towards the second capture point. I made some tweaks addressing this issue and hopefully helps blu team group up better and have stronger pushes. I'm hoping to see more of the fights for the second control point happen around the actually point and the courtyard before the point. Not have blu trying to push the choke of the first control point again.
The third control point has been a cake walk for blu so far. There's usually only a brief fight then it the point gets captured. I don't mind this actually. That's how other third control points seem to be. I'm curious to see how it would play out if red is able to hold a defence in that area.
The last point was the complete opposite of last playtest. With the tweaks I made, instead of a stalemate with really no chance of blu to push last, blu steam rolled last this time. So, I gave red some more spawn exits to help prevent spawn camping and I added back the ladders so red has a direct route to the high ground again.
- added waterfall sound effect
- added fences and moved some rocks around to help block strong sightlines in the first part of the map
- made the cliff route a dropdown to hopefully aid in blu team push to the first and second points
- made staircase leading to high ground in the second area a dropdown as well, again hopefully giving blu more ability to push into the second control point area and stopping in aiding red aggressively flanking blu back to their spawn.
- added a staircase in the second area so if red want to take the high ground they will need to walk across the courtyard with less cover
- increased length of red's first spawn room and moved spawn points back so there is a longer walking distance to the fight
- move blu's spawn locations when attacking second point slightly closer to the exit and rotated to be facing the main gate to help funnel players in the same direction.
- made chimney pipe prop on roof in second area not solid with player clipping
- removed flank near blu's second spawn, felt it encouraged spawn camping on blu's last spawn
- added props and brushes to block sightlines by the church / fountain area
- added back ladder ramps into last area
- added low ground spawn exits for red at last to help in preventing spawn camping
- added some prop statues at last to provide a bit more cover
- added health and ammo in building with open way door
- connected fences to ceiling on right and left flanks at last
- built cubemaps
- some minor tweaks
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