Agate

Past 72hr Jam Entry Agate a3a

minor update after playtest

General changes:

  • Lowered BLU respawn time after A point capture
  • Upped some of the ammo crate pickups to be higher instead

BLU to A changes:
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  • Experimenting with player flow changes with the center building. Probably not necessary at all, but just messing around

A changes:
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  • Played around with the area opposite to the point to make it more varied and more desirable as a holding point
  • Extended blu forward spawn area to hopefully reduce spawncamping

A to B changes:
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  • Opened up an additional door so it's easier for BLU to push into the flank route

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Observations from a2 playtesting:

A played fine for the most part, a lot less people used a big cylindrical area than expected, probably going to be a hassle to maintain so it's scrapped in this version. That area, the building route next to A and the outlook on to the starting area for Blu is adjusted to be more straightforward and have more space to play around and defend for Red.

B was too long to reach for Blu, wasn't happy with the gameplay space present there either. Reworked B again.

Changes:
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  • Reworked cliff area outlooking to Blu starting area to be more straightforward for Blu and have more space for Red to defend
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  • Changed side area beside A to be flatter and more direct
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  • Changed Building to the right of A to simplify player flow
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  • Reworked B

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Overall, a lot of major changes, it's been a while I can't remember it all

  • BLU spawn to A changes
    • reworked spawn yard to be more varied
    • added side route to encourage BLU to use the right route as an additional option besides pushing from main choke
    • enlarged general playspace to make it feel less claustrophobic
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  • A point changes
    • Red Forward spawn relocated to be slightly further away from point
    • Flipped ramp access for BLU to approach point easier
    • Added fun waterfall deathpit :3
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  • A to B changes
    • remade lobby after A point in an effort to hopefully reduce red holding more forward than intended
    • BLU forward spawn moved slightly more back and have an additional exit
    • Lengthened A to B in general with an additional lobby before B
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  • B changes
    • Overhauled B with new design
    • Moved RED spawn to the side of the point instead of directly behind so that spawn doors aren't too split apart
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(first map update in a long while that didn't take a year plus to do weeeee)
Just minor changes to get it ready for a playtest:

  • Fixed some logic with signs
  • Minor route adjustment near A