codename ccw

codename ccw a7

Before the main routes between points were drop downs. I saw a lot of players as a result getting lost while trying to move clockwise, or otherwise not having enemy encounters. I want movement to remain ccw, so I tried to keep giving attackers more options, like drop downs and one-way doors. Also, I myself was confused at time what point was available to capture upon respawning, so I added glows to the active control points. I have high expectations. Last playtest went well, which was refreshing after a desert of miserable playtests after a2. Also, I redid a ton of C because it was built around having a respawn point elsewhere than the middle. Someone suggested combining spawn rooms, which I like in theory. I need a bigger brain to implement something like that, I think three respawn cabinets next to each other would look very weird.
I added a hub area to hopefully quicken rotations. I slowed cap way down. I returned to the original gamemode.
People didn't like managing two fronts. The gamemode is now more similar to A/D. Red caps automatically by defending. Blu just focuses on attacking.
I made the control points benefit defense more. I widened areas in between chokes. I made cap times consistent again and made them shorter. I added much needed signs. I added some area specific textures to hopefully serve has landmarks before the artpass. Overall, the map is more open in most places, but the choke points have been exaggerated to hopefully help defenders. I think that the gameplay works best when if the teams are disorganized, caps happen constants, and once teams get their act together, the gamemode slows down. The best solution I see to that is short cap times, but chokey points with automatic respawns upon capture. So far, in terms of logic, a2 played best. So, I have tried to build off of it and have discarded a3. Thank you for reading.
I tried to slow down gameplay by adding vulnerability to final points, resetting all points after cap, and forcing respawns upon losing a point. I was unable to get the announcer to say "the final control point is being captured!!!" despite using vscript. If you have any suggestions, im all ears.

I tried to stop the stick spawn camping exploit, but a trigger_hurt doesnt work to destroy stickies. Likewise, im all ears.

Lastly, I noticed B was rarely held during the playtest, so I made it more chokey and gave new options for defense. I don't forsee many more versions before beta.

Thank you to the lovely european playtesters.

edit--- i forgot to mention I added settup time lol. Thanks for the suggestion.
I don't know what I was thinking. I haven't mapped in like ages so I guess that's my excuse. I forgot that 6 seconds between points is customary on 5cp. a1 and a1a were 11 seconds. Abysmal. Needless to say, it didn't test well. This version... I don't know. The map has been heavily shrunk down. It took like 15 hours.

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Added overlays and adjusted the hud. Thanks for those who ran around the empty map and got lost. I would like to angle the spawns consistently, but I'm unsure what direction is more important. I would like to get a test in first.