Artillery

Artillery b4b

This update aims to give blu some more meaningful options to attack A point, as well as reducing the openness of point B slightly to give shorter ranged classes more play, and make flanking completely behind red team without them knowing less trivial.

-shortened distance between blu spawn and A by about 250hu
-blocked / obscured some sightlines onto A point
-reduced the visible range of sightlines down the road on the way to A point
-themed BLU teams initial spawn
-added an additional route beside A point leading to behind the Red teams hold - giving red team an additional angle they must watch
-adjusted the geometry on the motorway support beam thingy next to A, it can now be stood on and may serve as a good rally point for the BLU team to push onto the point from
-increased red respawn wave timer by 1 second, reduced blu respawn wave timer by 1 second
-slight geometry changes in the A-> B connector, the high ground room now has windows out onto the connector making it more enticing for red team to control this room, and more important for blu to take control.
- added extra geometry on the point to block sightlines from red's main highground to some of the flanks blu team has access to on B point
-closed off the A->B underground route, instead making the low ground entrance more covered from sightlines so it can now be used to go to the underground section of point B more safely. This should make it less confusing for red team when blu players use the underground section to flank.
-increased the capture time of point B by 1 second.
-simplified geometry in some places.
Pondered on the map and have made some changes to things i wasnt totally happy with.

Moved blu's forward spawn to be slightly behind A point rather than next to it
Shortened and redesigned the A-> B connector, should be more intuitive
Created a large OOB deathpit along the side of the map, allowing for more themeing
I stopped compiling the map with hdr when hdr isnt set up in the map
ok maybe this time the bot will accept the map
the bot keeps not letting me add the map this update is to fix that

As well as some small changes to last point which may or may not be an improvement.
Redesigned the entire map anew, focusing on simpler and wider gameplay areas to make the map feel far less claustrophobic and confusing to play on.

Except the big gun, the big gun stays.
small update while waiting for testing,

made red's forward hold area for point A more distinct from their backward hold.
Improved red's forward hold for point B, it still may be kinda sussy though.
Removed several health and ammo pickups, as i felt there were too many.
Adjusted capture and respawn times slightly.
small redesign on point A and the lobby around it, opening the map up a bit as it still felt slightly claustrophobic
Removed some walls / sightline blockers in the A-B connector, as they were unnecessary and also made the map claustrophobic
Opened up B point and moved Red teams highground overlooking it back to make it feel less oppressive.

Also made it prettier.
Many things changed, most notably adding a humongous, rotating AA gun into the map.

-new blue spawn
-geometry on approach to A changed, in the goal to make height differences feel less overwhelming and give Red team a more proper place to hold the point from.
-A -> B Connector completely remade, is now far more open, less restrictive and straight forward than the previous confusing corridor-y design.
-B point completely remade, now based around a massive rotating AA gun, which depending on its rotation may provide different sightlines or routes to traverse around the point. The point should feel less vulnerable than before but still at the mercy of red teams high ground, and the area surrounding the capture point should allow for far more creativity by blue team to attack that high ground.
-Redid lighting again, map may be slightly dark in places but hopefully the evening ambience is nice.
-Reduced spawn wave timers by 3/4 seconds for red/blue team respectively, as they were Quite long before
-Done some minor detailing in the market area and the area around A.


Concerns:
-Lobby outside A point may feel too cramped, may need to open up the geometry around there lightly
-Same as above for the approach to A, but this is of less concern.
-Area behind B point may also be too cramped, red spawn may need to be moved back slightly to make the high ground a little less oppressive to cappers.


Screenshots:

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cp_artillery_a20004.jpg
Added an extra route between points A and B, to make the connector slightly less restrictive (but should still be somewhat of a choke point)

Also redid lighting and ambience of the level, adding more small details which should have a minor impact on gameplay.