A4:
- Can walk under the felled log now
- Shifted blu's spawn back 64u:
- Opened up some geo on red's house to allow them to easily attack down onto the point:
- Shifted back the last train log carriage and adjusted a rock prop placement
- This should allow red to better use their house, but also give the further left hand route a new high position that doesn't require climbing the logs from red's side
- Adjusted/added props on red's right hand side to better provide cover and provide read-ability
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So looks like getting the balance right the first time around was a nice little fluke, however intentional my choices were in terms of health, height, and positioning. But let's try and wrap our heads around what changed, and therefore the changes I'm introducing in A$.
Quick breakdown:
MC4_A1 and A2 were played for 18 rounds total with an even 9:9 split for RED/BLU wins. There were only minor geo changes in A2, with the creation of the dropdown room near the felled log.
A2:
A2's top down, with some quick annotations. The old buildings just don't logistically make much sense in terms of the train's angle through the map. However, the layout prompts red to move to the outer routes (yellow), rather than the building.
The rock (left hand red) especially encourages red to move left toward the log carriage for cover, creating their front line (dark red). The
right hand flank is more open for discussion, but I think the ease of rotation around the tree (orange) allows for red to better keep the position and a more forward front line.
Another difference to note was it was far easier for red to spam onto the point with the geo around this stair and the medium ammo in the alcove of that sniper fence.
A3:
A3 was played for 9 rounds with a 1:8, red:blu win ratio.
Top down with more annotations. The whole upper building changed, and in extension most of the areas red can hold. The biggest weakness of which was red getting trapped in the house without any real advantages. While the position of the train did not change between the iterations, it became more of a nuisance for red to use as cover or height advantage. The left route also is more open to suggest that players can both move to the left or into the building, with the building being ultimately useless.
Also, the right hand route became harder to hold, and I think this was partially a fault of the building (again), but also because I removed the quick rotation between the left and right routes. While the right hand side never had much in the way of cover, simplifying the route also made it harder for red to escape fights.
And the building geo made it much harder to spam onto the point.
Amoney:
Top down with new intentions. So while I'm not returning to the intentions of pushing the left route, I'm hoping the new iteration of the building is more encouraging of fighting in the left route. Cover positions are marked in light red, and the quick rotation around the building in orange.
Hopefully both of these ideas contribute to more red advantage and the building being more worthwhile to be in.
And a bonus rock on the right route for cover and fun.
Here's hoping Adollar is better. Thanks for reading.