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Boilerplate a2

Here's a bit of a changelog:

Major Changes
  • Added high ground & extra routing for BLU at A point and mid
  • Added extra cover for RED at B
  • Removed confusing props at mid
  • Added more and reorganized existing health & ammo
  • Closed a route from RED spawn/B to mid
  • Added an extra flank route for BLU through the Steam Room

Minor Changes
  • Added MUSIC for when the final point is locked/unlocked
  • Lowered the volume of some water sounds
  • Added some hazard decals
  • Made light props non-solid
  • Fixed "A" point being labelled "B"
Just thought I'd leave this here, it's cool to track my progress on this map as time goes on :3

Playtest on 24/02/2024 at 7:14pm

Notes:
  • last needs more time to let BLU cap (1-2 more minutes)
  • first 2 points are TOO hard to cap as BLU
  • capping the points give too much time (reduce to maybe 1-1.5 minutes)
  • RED spawns all in one single point
  • BLU needs more high ground to cap A
  • A is labeled B for some reason
  • BLU needs more areas to attack last from
  • BLU needs more access to the top area of last, RED takes it back really easily - make it so whoever has control of mid has control of the last high ground
  • BLU needs a flank to last
  • NOBODY cares about B, A is the point RED decides to defend (coincidentally it is also REALLY hard for BLU to push)
  • make it so BLU doesnt have to fight for their high ground in rooms around spawn
  • make red able to retake A and B (longer respawn times for BLU right after capping)
  • boilers on B need to be made obviously not interactable
  • feels lopsided in favour of RED (the opposite of what i want)
  • BLU should possibly get a forward spawn once both points are capped ?
  • steam room is hated
  • boiler at mid is strange in gameplay
  • water on A doesnt read as deadly
  • wall-hanging lights should be non-solid
  • add a fence at BLU spawn
  • more health packs

THANKS!!