Eureka Mine stage 2

Eureka Mine stage 2 a38

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.
Changes in this version include, but are not limited to:
  • Area A has undergone some major redesigns
  • Area B canyon now serves as a better defined choke, with cover for the Red team.
  • Area B right flank starts on low ground, instead of leading straight up to the canyon high ground.
  • All AB connecting doors have been removed.
  • The catwalk in the area B dam building has been made only easy to access for the Red team.
  • Ammo and health pickup placement has been changed.
  • 1 exit in blue spawn has changed position slightly.
New changes include, but are not limited to:
  • Blue spawn 2 has a new layout and a third, high-ground exit.
  • Red spawn back hold in area A has changed.
  • Area B has had some building sizes adjusted to better manage sightlines.
  • Pickups have changed slightly in area A.
  • One route in area A left flanks has been removed.
  • The Blue-only door in area A has now been changed so both teams can use it.
Based on what I observed from the previous playtest and the feedback received, changes have been made which include but are not limited to:
  • Added a blue-only door in area A left flanks.
  • Changed the size and location of some pickups in area B.
  • Added some signage to the AB connector.
  • Removed the left one-way AB connector door.
  • Made the cart lift kill you on crush.
  • Added a displacement in the lake so it's easier to exit it.
  • Broadened the main doorway in the dam building in area B, so the cart can be denied easier.
  • Added another prop to show where the B capture point is.
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.
  • Area A left hallway has been broadened.
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.
  • Pickup size and location has been changed.
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.
Based on what I saw in the last playtest, I have made some changes including, but not limited to the following:
  • Removed blue side entrance to the dam building in area B.
  • Shortened the dam bridge to not go all the way over to Red side.
  • Shortened the left drop down in the AB connector to make blue players enter closer to the main entrance.
  • Gave blue a longer respawn time in area B.
  • Added geometry to the capture area of A.
  • Closed off an exit in the blue right upper rooms in area A.
  • Moved the AB no-entry door on the right side closer to the right flank rooms.