Beta 1 has come and gone. Seems the last 3 tests were just balanced weird, or adding detail changes things up a bit. Had a stalematey game.
Seems there is a bit of back and fowards between Mid and just before last, but once attackers hunker down in the staging area before last. it becomes a game of trench warefare. Attackers dont think there's an easy way to push in, whilst defenders don't see a way out.
Staging area
Problem could be that this area is very much a choke, and that there's no way to get around it. However, this is entirely intentional otherwise you get scouts running past to backcap. If I make the combat area too wide then it makes it harder to coordinate an attack on last....
Balcony saw little to no action.
The idea behind this area was for it to be high ground to make an attack from. I didnt see many attackers take this route though, seemingly they prefer to move into the glass room (right) or got blown apart from glass room. Its also quite out of the way and takes a long time to rotate through. If I make the route here somewhat shorter and more enticing it could see more action, though how to do this is still a question.
Possible rework 1
A bandaid idea could be to shift some stairs around. While the right side stairway is out of bounds originally, could be opened up. Attackers would see the right side as a potential path before glass room and be taking less damage from glass room. At the same time it gives defenders a path into room 04 and not a straight run into mid.
Downside of this is that attackers become a bit more split up and the combat line is a fair bit wider. Someone at the low ground entrance wont see people flanking them past right side into room04. Another downside is that this path isnt immediately obvious as a major route for defenders.
Painful doorways
2/4 of the main entrances are really painful to push out of. Lower right has sightlines and 360 degrees of spam, while lower left is too open and low down to be used well. Both can be sniped at from BLU's balcony as well.
I'm not sure how to help LR besides adding some more cover on the point to stop snipers a bit. Meanwhile LL is meant to be a bit flanky and sneaky but utterly fails at this for the lack of cover moving into the left side of the room. Again, maybe a computer bank here could help out to stop being spammed out from Blu balcony.
In terms of detailing, didnt get much beyond
Sand too bright and
Too early for detailing. Think I forgot to adjust tonemaps after a lighting change a little bit ago, and I got 3 good tests in a row before I started detailing so idk man.
Food for thought I guess. Onwards to Beta 2!