Changes for A6:
After the last GameDay Wharfcrane was featured in, I got an enormous amount of critical feedback. There was lots of talk of unused space, areas feeling a little overwhelming, and just really large in general. I took all of this information into account and decided to take a week and a half off of adding onto the current version of the map, a5b, and remodeled the entirety of the map itself with a new building structure, new environment settings, and mechanics. However, the original layout of the map is the same: a middleground courtyard, a warehouse at the bottom, two smaller buildings between spawn and the middleground, and spawn buildings for each team. However, I completely overhauled the area itself. More routes, more height changes, and new terrain in general. Here's a basic rundown of the new and improved Wharfcrane.
Spawn Rooms:
I placed the initial spawn rooms underground, away from a set of stairs that lead to a hub of three pathways. The resupply cabinets are in this new hub room, so you don't have to trek across spawn to get to them. Again, colored floors are key to where it is safe to change classes.
Train Stations:
After each spawn room is a small train station that leads to the first buildings. This is meant as a height variation chamber, leading to more direct routes to the capture point. There is still a long-ways building in the train station that will provide a doorway route to the large warehouse at the bottom of the map, instead of another courtyard.
Sewer System:
Since I only built from the surface up, a lot of my buildings were large to provide for groups of players. Instead of doing this again, I added more routes with smaller branching paths. The main difference being a new sewer system I made under the map. If this is well received, I'll keep it in. There are doors in this sewer that will open after the point is captured. However, they will only open for the team that has lost the capture point! This is to help classes like the spy and the scout get to the capture point with ease to help their team.
Middleground:
The middle ground was enormously open in a5, and I got feedback that told me that it didn't feel like a battleground with a high capture point. So, I added new terrain, cover, and easier ways to get to the middleground. There are new walls, an elevated capture point, and access to the newly integrated sewer system. The cover should also provide slower classes in the field with an easier way to avoid sniper fire across the map.
Warehouse:
The warehouse! The signature for Wharfcrane. Previously, it was just this ginormous empty building with a few, dark shelving units in it. Well, I went to lengths to fill hallways, and readjust the middle of the building for classes to jump around and attack each other in. Hopefully with this new cover it becomes a battleground and/or clinch point for the team currently dominating the capture point.
And that's about it! I hope you guys enjoy the newly remodeled Wharfcrane. Let me know what you guys think!