This is a small but hopefully effective update to see if B can have a little of the chaos reduced via some quick simplifications in the layout and visuals.
-removed both pit flanks
-replaced the wooden beam version of the plaster texture with the plaster only version
-retextured some of the main arena walls to help make sense of the room
-removed center pillar inside chandelier
-chandelier ammopack is now medium
Single stage 2cp a/d
This version should reduce the feeling of blu getting constantly flanked, reduce the number of places red can come from while standing on B, and make B easier to cap.
-removed entire suspended turret path
-reworked right side chateau entrance and interior space
-added some rock cover to grass main grass path
-removed doorway that connected upper room with main hall
-removed holes in the glass for the wooden plank entrances to chandelier
-shifted wooden plank chandelier entrances to...
I plan on taking the map in a broken down/abandoned/overgrown direction as it helps me solve a few gameplay issues while providing some opportunities for some interesting walkable space to play on. I added some large dirt piles to spice up some of the flatter areas around B and hopefully provide some cover in spots as well. Overall B should feel a lot more focused now. A now has a cliffside spot closer to blue spawn for red to hold at the beginning of the round. Also ignore the clean...
I reworked a lot of A in the hopes to make some interesting terrain shapes to play on while reducing the feeling of the enemy being everywhere. B now gives blu access to the lower area to give some cover to get around the point and provide a potential holding spot for either team. I also simplified a few spots around B to hopefully make it feel less visually confusing.
-extended the main building to have a room closer to blu spawn
-simplified main control point building interior space...
This update is a total redesign of the cliff area in front of A and a map wide interior glass texture change on the large windows to make finding exits easier.
-new large spire cliff area redesign
-added a large rock chunk to block some sightlines from the A capture area to the red spawn area
-connected the two stone spire things next to the point
-blocked a few cheap feeling airblast spots new blu spawn
-converted small cover piece in main hall choke to a grated see through wall to...
For this update I sort of soft revamped a majority of A which includes a few funky ideas I thought would be fun to try out even if they are a little awkward. Blu has now also been given a few more one way window advantages to balance against red's.
-right side (as blu facing A) has been scaled down
-removed far right side building to simplify blu's access to the main building
-remade the suspended building to give blu closer access to the point
-added a mini chandelier (lel) to...
This update is focused entirely on A as the previous test highlighted some balance issues where it was a bit too hard to cap. I also need a few more tests before I can determine if B is too red sided or not. So I figured testing B more will be a little easier if theres some fun new stuff at A. I really hope this new stuff doesnt destroy performance as I think it was teetering before and this update adds about 80 brushes to the outdoor area.
The new A stuff should provide blue with some...
This version should fix the flow issue just after A capture, snipers having a bad time at B and the large number of surprise flanks at B. Blu also seemed to have too much advantage at B so instead of nerfing blues entrances into the area I buffed reds defense points.
-converted the first little hallway house thing near blu spawn to a larger single room building with small balcony exits for a slightly better holding spot
-lowered the walkable space inside the suspended building behind the...
I went ahead and did the first texture pass on the whole map because why not. It should help explain the architecture a little better in addition to helping with players orientation in a few spots. The lighting is still just temp placeholder dev stuff though. I am also still open to any potential pathing reroutes or layout additions if needed. I just wanted to test it a few more times and I figured why not have the general texture concept in during those tests. (back of A area might need...
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.
-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...
Page 1 of 2