Eureka Mine stage 2

Eureka Mine stage 2 a38

Based on what I saw in the previous playtest the following changes have been made:
  • Changed the hallway left side building before the underpass in area B. The entrance has moved and there is now a platform to get some height advantage over the cart and the underpass.
  • In area B, made the farm shed slightly wider.
  • Minor health pickup adjustments.

I'm not sure what else to change, I think stage 2 will enter Beta Phase soon.
Based on what I experienced during the playtest, and what I read from feedback, I have made a few more changes.
I can't think of much else that needs to change, so I think beta phase is coming soon for stage 2.
Changes include:
  • Reduced full ammo pack inside the area A barn to a medium.
  • Made the barn look nicer.
  • Fixed up some sneaky sightlines with the crates and barrels on the right side of the area B underpass.
  • Changed the position of a window in the area A barn to better help the attackers enter it.
  • Made the metal sheet fence in area A taller and longer to block some more sightlines.
  • Added a medium ammo pack inside the red spawn 1 lobby room.
Before playtesting, I decided on a worthwhile improvement to make to a35.

  • Made an adjustment to the area B last defense structure to re-introduce a third route, which will hopefully be too claustrophobic to enable spawncaming, block nasty sightlines and provide an alternative way out of red spawn.
Thank you to all the playtesters who left feedback during the previous playtest.
Based on what I felt and observed during the playtest, watching the demo replay and reading the written feedback, the following changes have been made:
  • Area B has been scaled down.
  • The opening to area B from Red spawn 1 lobby, and Red spawn 1 lobby itself has changed.
  • Blue spawn has had an aesthetic overhaul.
  • Pickups in area A have changed slightly.
  • The third route out of red spawn, close to the entrance of the underpass building has been closed off, this was creating easy access for blue to spawncamp and created a bad sightline into Red spawn 2.
I'm still at it.

After careful consideration with the problems in area B, I have decided that the issues there are too fundamental to be solved with many small changes, and instead a total redesign is necessary.
  • Completely redesigned area B.
  • Minor geometry changes to area A.
  • Minor pickup changes to area A.
  • Increased the time available to capture area B from 4 mins to 4 mins 30 seconds.
Based on what I observed in the playtest and feedback received, the following changes have been made:
The main goal of this version is to increase the Red team win rate, primarily through decreasing the time available.
  • Added more cover in area B to block sneaky, long sightlines.
  • Adjusted the size of pickups in area A and B somewhat.
  • Decreased the amount of time added when area A is captured by 30 seconds.
  • Reduced the maximum amount of time available from 9 mins down to 7 mins.
  • Lowered the height of the second level of the dam building in area B.
  • Changed the AB left caves connector slightly.
Happy New Year!
This version aims to make the water house in area B more important and attractive, and help blue secure their lobby better in area B. I am satisfied that area A is well-balanced, I don't think any further major changes will be made gameplay-wise for area A.

Changes include:
  • Added windows to area B water house to make it more attractive and interesting to go into.
  • Added a set of medium health and ammo to the rafters of area B water house.
  • Opened up a gap in the computer wall inside the dam building in area B so players don't get trapped in a dead end.
  • Added a small block of geometry to area A to make the jump from the capture point to the left flank less awkward.
  • Added a medium healthpack to the bunker of area B so it's easier to defend in there, Red team seemed to be getting rolled outside their spawn room.
I couldn't think of any obvious major changes that were needed based on what I saw and read from the previous playtest, so these changes area fairly minor:
  • In area B, changed the geometry of the water house to hopefully be more useful to the attackers. With a high ground rafter's drop-down and a ramp leading from the cliffs to the top of this highground.
  • Removed the air pocket beyond the water house in area B.
  • Changed some pickup size and locations.
  • Fixed a bad clipping job for one of the metal barriers on top of the cliffs in area B.
  • Removed some pointless geometry in area A.
The biggest change in this version is the second half of area B has been redesigned.
Change include:
  • Red spawn has been completely redesigned. It is now of the left of the payload track instead of the right.
  • Adjustments have been made in tight spaces where players previously couldn't pass the payload cart on both sides.
  • Access to the area B canyon high ground is more difficult.
  • The are B right canyon flank has been removed, instead there is a tunnel going from after the dam building to the B capture point.
  • Red respawn time has been decreased in area A by 1 second.
  • A resupply locker has been removed in Blue spawn 1 because it was too far forwards and a bit too strong.
Based on the feedback received from the last playtest and what I experienced, I don't think much needs to be changed.
Noteworthy changes in this version includes:
  • Red team respawns 2 seconds slower in area A.
  • The satellite building outside of Red spawn has been remade with ramps.
  • The cart lift descends into the ground to be flush with the floor.
  • Minor clipping improvements.