Watching the demo from A3 has been great! It's really cool watching Red respond to Blu. Feedback seems positive too!
In trying to fix Gravel Pit, I created a new issue: Instead of the easier to capture point going ignored, it's focused on too heavily. B ended up being too close to Blu's spawn, so it's super easy to keep up constant pressure on it. It plays the opposite way I expected it to as a result, being the more high-value point between A and B.
Ideally, both are equally valuable, for different reasons. B, if you want to try and scrape out a hectic win with your flank, or with the brute force of your combo through A.
- Moved the point back
- Adjusted the B lobby to accommodate the new connection
- Made the fence taller to block sightlines between Blu spawn and B
- Added a couple rocks to give the yard some flavor and to block sightlines.
- Moved the shield on the point to give defending players more cover from Blu players leaving spawn, as well as to benefit splash
A couple people found Red's spawn was frustrating, and while I don't really understand what they're running into, this is what I've got.
- The one-way door that prevents confused players from using the staircase to the upper spawn now opens once C is unlocked. This should get the message across that you shouldn't want to use it, but it's there if you need it.
- Moved Red's upper spawn points forward. The main shutter isn't quite in view, but it should prevent them from trying to go left.
- Removed the handrail from the upper spawn. Handrails say, "don't jump over me," but you're supposed to jump over it.
- Removed the one-way spawn exit. It didn't seem to have a noticeable impact on how Blu contested C, but the potential for abuse was *definitely there.* I may consider bringing it back for if A is capped before B? It's a window for now, though.
- Added a sign just in case you really don't get it.
I designed Caribou with a focus on keeping rotation between A, B, and C as short as possible, but that made a few areas too cramped fighting in.
- Changed the shape of the lower route that opens when B is captured
- Added a vent and a pipe to separate the doorways from each other
- Widened the flank above B
- Widened the A lobby
- Added a cubby which opens once A is captured to give Blu more floor space
- Simplified the stairs up to the A-side C lobby, so there's just one landing instead of two between the two floors
General timing adjustments
- Red has their respawn wave time once A and B have been captured increased from 10 to 20
- Red has their respawn wave time once A or B have been captured increased from 3 to 10
- Red has their initial respawn wave time increased from 3 to 6
- Increased the cap time of C from 20 to 30
Miscellaneous changes
- Added the star icon from Steel to C on the hud
- Fixed a hole in the wall next to the shutter separating the upper and lower A/B connector
- Fixed(?) an issue with the bridges which caused stickies to float in the air
- Made Blu's giant door louder (god, i love the medieval gate sound)
- The blu spawn's giant door now opens faster to open in-time with the sound effect
- Removed the giant door's func_door sound
- Clipped off the top of the giant door, to prevent Blu players from getting wedged between it and the roof as it raises.
- Added an invisible step up to the window sill on C
- Narrowed some of the door trigger markers because it looks WAY cleaner
- Removed a couple lights from the connector that opens when B is capped
- Added a solid railing to the ledge above the door connecting the B/C connector to block a sightline across the point
- Extended the trigger for the shutter in the A/B connector to be in-line with the stencil
- Fixed *a lot* of unclipped ledges
- Fixed a gap between the orange one-way and the wall which snipers could shoot through
- Removed dynamic shadows from the chalkboards in Red's spawn
Navigational fixes
- Added a sign pointing you to C from the B batts, because the shape of the room doesn't direct you that way
Known issues
- Pyros can't airblast stickies stuck to the bridges. I'd rather have stickies you can't airblast than ones that won't stick at all?