"Sometimes you just gotta go with the scorched-earth method"
Ultiduo_Champions had two things: issues and detail. Not a great combination. This mainly happened because I had very limited access to playtesting while I was making this.
So in the interest of my sanity in working with all the
curved brushes I decided to wipe the slate clean again.
I built a new stadium on top of the old one using the feedback I got from the previous iteration. So let me go through a few things so that maybe when it's being tested, people have an Idea of what the goals here are.
NUMBER 1 thing I wanted to keep was the
general layout. I like the back being raised in an "L", with a little bit of high-ground on the opposite side. It's just a layout I really like and I was tempted to make it horizontally mirrored, but the fact that there are few (?) 90 degree ultiduo maps just makes me want to play with this layout more.
I wanted the point to be the common hold (think baloo but less "hold the nipple") But hopefully with enough ways to contest it the team holding the point gets pushed off.
I put these alleyways on the (left blu, right red) side to mitigate the fact that this map was one big sightline. The goal is to give a little bit of cover from the higher spawn door. Also I put these
really tall walls here so hopefully a creative soldier could use them to get on top of anyone
anywhere. Also, there are now two small health kits on the map, I know that was a complaint.
Let's talk about behind the point. The iteration before this had
nothing. It was kind of just a big open space and was a little boring. I put two pillars here so you have cover from the point on the backside, plus it's always fun to play
around something. Might change this to one pillar in the center instead, I'm not sure yet.
You can also see that little lip I have down at the bottom. This is ever-so-slightly higher than the center point which I will most likely lower farther. The last tests it sounded like people were holding from here which I'm not really a fan of. OH! also I increased the cap time by a LOT. Some might say too much, but we'll see.
I've also added a small ammo kit underneath the lip so when the team on the point runs out of ammo, the have "cover" to resupply.
The biggest issue I expect to run into at the moment is scale. It feels... a little big to me. Might need to be made smaller, but I don't know for sure where exactly and how much yet, so I'm hoping feedback can help.
Here's one last shot cuz I need a cover image.
I feel better abot this than the last one. It's moreinteresting in my humble opinion. Hopefully I can get this tested enough to make it actually playable!