Chateau

Chateau x13

Most of this update is centered around A to B connector as it felt a little swiss cheese-y in the previous version so I redesigned the first half of it. I also changed red's B spawn's secondary exit to be further away from main spawn and on a suspended ledge. If it needs further help to stop potential spawn camping I have a few more ideas I can try.

A
-raised fence next to suspended house's deck so if a blue player jumps to the roof it requires a second jump to reach the red entrance to the house
-lengthened blu forward spawn extending platform
-clipped ladders in first area
-added small balcony to open window on back side of A building

B
-redesigned entire main hall entrance area so it is a large centralized path connected to back of A's courtyard rather than 2 smaller entrances
-condensed the path of least resistance blu takes out of their forward spawn (wide path off new hall main entrance) to be a single floor room with access to red's window enclosed height advantage via a small courtyard flank
-added left side (as blu facing B) flank to main hall entrance with height advantage
-added second suspended arm thing on the back of A courtyard turret to block sniper sightlines from new left side flank into main hall
-added (once inside main hall starting area) left side separated path to give blu options
-removed blu side main hall death pit plank area entrance and cut the plank area short so its contained within just the last three window panels oh main hall
-shifted the height advantage entrance into B in main hall to be further away from blu and made of windows to provide a better view of B's main entrance for better orientation (hopefully) while still providing the same sightline blocking.

Pics of new stuff:

1.jpg
2.jpg
3.jpg
4.jpg
5.jpg
6.jpg
Chateau alpha 2!

The changes and additions ive made to both A and B should remove a vast majority of the scale issues seen in the previous version. A now has some close range roof covered indoor spots for either red or blu to hold and a large displacement rock to block the main sightline while standing on the point. The combat ranges should also feel a lot better as well as heavies having more fun overall. There are a few spots in the map where I used 256 unit heights that might be better suited to a 160 or 192 height however I wanted to get the much larger issues out of the way first before considering those changes.

When building B's first draft I sort of predicted comments and feelings of it being overscaled however it felt a little worse than I expected during the test. So instead of going for attempts at fixing it while keeping the area as open as possible I just went for the wild idea I came up while building alpha 1 - I added a massive chandelier.

The main hall to B got a rework to make it so highest pathing point in the area is also the wall that divides the hall in half so combat ranges improve and snipers cannot dominate from a mile away. Combine this with the removal of the large grass flank that wrapped the entire point and B should be pretty intense this version :)

A
-added close range covered indoor spots in front of and behind the point
-blocked the main sniper sightline right down the middle of the combat space
-created another entrance to the A capture area for blu via a covered building

B
-added large chandelier and chandelier interior space
-removed one of the main sniper windows
-reworked main hall entrance to have better combat ranges. I have further simple ideas to help this area if these changes arent enough
-removed entire lower grass flank
-added more wooden plank pathing options to the deathpit area of the
main hall
-added ramps to little suspended platforms in the hall blu takes just before main
-lowered the blu height advantage entrance into the point area so it doesnt give you fall damage

Screens of new stuff:

20200201153742_1.jpg
20200201153804_1.jpg
20200201153835_1.jpg
20200201153847_1.jpg
20200201153934_1.jpg
20200201153954_1.jpg
20200201154016_1.jpg
20200201155102_1.jpg
20200201155758_1.jpg


Cant wait to test this beast!