Well howdy, a1b got play tested and these points of data make a beautiful line…slight to hell, lol.
I've not actually had a chance to analyze the demo yet so this is just based on the comments
(I really have no time: this is your brain on an electrical engineering degree. I'm on Calc 1 of 5. And already I'm Engi-Nearing My Fucking Limit (that's lim (as SpyCrab! → burnout)) OK I'll stop with the math jokes)
But from the comments I already have some ideas for changes that need to happen.
This is not a change log it is a todo list [all left/right directions assume you are looking at the point from the direction of spawn]:
General:
- I'm going to change most of the ceiling heights To 192 HU (thanks UEAKcrash for that advice)
- I'll change the death cam looking at spawn
- All the Light props will get clipping turned off
- Will try to replace some of the light entities with light_spot and Some of the lighting may get tuned down (but this will probably not happen till later [if it bugs more people i'll fix it sooner])
- Will change some of the floors/ceilings to non team dev textures
Point:
- Those 2 thicc pillars under the point are going to become 4+ much thinner pillars that better approximate trusses
- The entire point is going to be lower to the ground (probably)
- The ramps onto the point are going to be redone
- There's going to be a ramp down from the balcony to the point (from the building on the right side of the point) and probably and extra door to that balcony too
- Guard rails for the balconies
- The buildings a midships on the point will be replaced with a shed that better blocks sightlines and has pickups (and maybe a balcony)
- The exit from the sewer is going to be moved back to behind the point bridge (probably to where there is currently a cow and streetlight on the left side of the point)
- The center courtyard might be resized all together
- Add health to building right side of point upstairs & make health downstairs bigger
The big room(just before the point courtyard):
- The big room just before the point courtyard might get resized (I also might rearrange it to be more of a zig zag then a straight shot [so the exit form the big room and the sewer might be right next to each other and 90 deg from each other] still thinking about this tho)
- Going to replace that one box prop ‘staircase’ with a ramp
- In general this room should be shorter
- The hallway going to the building right of the point will become a straight shot instead of the zig zag abomination it is now (sorry about that, made more since when i built it)
Spawn:
- The area that's currently a cow pasture will get turned into the new entrance to the sewer (still thinking about the best way to do that: like a ramp of a building where the sewer entrance is the basement) Obviously the sewer will be completely reworked including a two level 90 deg ramp on the exit.
- The bridge and area in front of spawn will be shortened. Actually since the sewer moved the bridge serves no purpose and will probably be removed.
- The piece of cover on the upstairs spawn room door will get extended from floor to ceiling
- Remove some of the lights from spawns (up stairs area)
A BIG THANKS TO EVERYONE WHO LEFT ME COMMENTS ON THE PLAY TEST
DATA FOR THE DATA GODS : )
a2 coming soonish