Much of the feedback from the previous playtest referred to needing forward spawns for both Red and Blue. That has been the main focus of this version.
Changes include:
Blue forward spawn has been restored, except it will be activated when the payload cart begins to descend the cart lift.
Red has a forward spawn which will be deactivated when area A is captured.
The area B dam building has been updated so blast damage doesn't go through the second level floor.
Minor prop changes in area A.
A third entrance to the area B canyon sightline blocker building has been removed.
The payload cart path has been adjusted in the area B canyon tunnel to allow players to move freely on both sides of the cart.
The major change in this version is that the blue forward spawn has been removed.
Minor changes include:
Area B dam building second ramp near the tracks has been removed.
Area A is 256 units longer to hopefully help some issues with flanks and correcting the scale.
Red spawns 1 second faster in area B.
Area A left flank drop down has been removed.
Area A forward defense barn has been adjusted. It is harder to shoot defender's feet in the rafters, to compensate, the size of pickups has decreased inside.
Adjusted the geometry outside of the old blue spawn 2.
Area B boom gate building capture area has been changed.
Based on feedback received and what was observed in the previous playtest, several changes have been made, which include but are not limited to:
Red spawn is now only the spawn room at area B, they no longer have a forward spawn in area A. But, Blue team will still gain their forward spawn after the A point is captured.
The left AB connector door is now open at all times when area A is owned by Red, and becomes a one-way door from A to B when the A point is captured.
During Red owning area A, the right AB connector door is a one-way door from B to A, and when the A point is captured, this door remains open permanently.
A ramp between the upper floor of the cart lift and the right AB window room has been added.
Blue spawn 1 now has larger spawn exits and an upper third exit instead of a lower third exit.
There is a "junk" ramp going from the low ground in area A to the upper level of the area A flank.
The last 2 playtests went well! I am pleased with the changes made from a17 to a19. I could only justify making a few changes in this version based on what I observed and the feedback I read.
The changes made include but are not limited to:
Increased the time between blue team accessing/using Red spawn 1 after the A point is captured.
Added a set of small pickups to area B.
Minor lighting changes.
Slightly increased the width of the area A bridge.
Made Red spawn 1 doors see through in one direction to help prevent spawn camping.
This version aims to correct several big problems with many previous versions. Based on what I observed from the previous playtest and player feedback, changes have been made but are not limited to, the following:
Area B has been changed significantly.
Area A has new structures outside Red spawn. The shack has been replaced.
Area A right flank no longer has a ramp going up to the main area. Instead, a new underground route has been created.
Based on what I observed from the previous playtest, and the feedback that was given I have made some changes including, but not limited to the following:
Increased the descent speed of the cart lift.
Added a spy cuttout in the area A right drop down.
Broadened the entrances to the area A drop down.
Increased the heights of the roofs of several buildings in area A to make it more clear that they can't be jumped over.
Added a high ground ramp that goes around inside the main central tower in area A.
Opened up the upper level of the dam building in area B to be able to contest the cart better and provide more variety of gameplay.
The B capture point happens later, and the prop tracks end closer to the capture point, for the sake of clarity to the players.
Added a small health and medium ammo pickup inside the AB connector.
Removed the low ground building in area B and just used props for sightline barriers.
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