Artillery

Artillery b1a

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:

cp_artillery_a20000.jpg

cp_artillery_a20001.jpg

cp_artillery_a20002.jpg

cp_artillery_a20003.jpg

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.