Patch notes were written by
@FlipFTW. Thank you!
One of the primary concerns on mid was that the distance for combat was too far. This resulted in bombs being very hard to follow up on for scouts - to help combat this the mid has been scaled down by about 7%. This reduced distance (from red 'boiler/secret' to blue 'boiler/secret') will hopefully manifest encouraging faster mids.
• Removed clutter from mid
• Adjusted 'frog/glass' area entering into mid
• Widened bridge crossing mid
When rescaling mid, space had to be taken from somewhere, so it was decided to rework the entrance of 'frog/glass' from mid. It should now be a bit harder to hold mid as a defender. (harder to watch all doors from a single spot / short rotation).
• Reduced scale on last Adjusted high ground on last
• Ground on the left is now high ground (defender pov)
• Wood patio extends closer to spawn and further from the 'valley/alley' attacker door (defender pov)
• Crate added to assist scouts out of the right spawn (defender pov), hopfully allowing a scout retake some high ground
Last often felt anti-climatic: the potential for recovering from disadvantage as a defender was gimped by the difficult-to-exit exposed spawns. To help a bit with retaking control of your own last, the spawns were shifted in addition to other general changes to last. The high grounds on alternative sides of the point now serve as a side to push up. Whereas the middle being more "pit-like" offers a risk-reward - forcing attack teams to make a decision to rush the point or hold a side for better post-uber control. Props assisting defenders were added (Crate to allow a non-winger scout to access the prop between defenders spawn & point)
Last continued:
• Removed crate near point, pulled spawn 64 units closer to point (One body width) Tried to
• minimize hiding spots on lasts capture zone
• Crushed lower door into last by 32 units horizontally
• Crushed top left door into last by 32 units (defender pov) : This door was crushed to allow squeaking by a sniper sightline that has been reopened from spawn.
The point was made more exposed to help defenders, and doorways were adjusted to accommodate for the strengths of the areas immediately after the door. In general, pushing out of lower was too powerful for how deeply it infiltrated, with the ground around it changed hopefully there will be more variety in push directions (each route better exemplifies their different purposes).
• Removed more awkward clips and bevels
• Smoothed areas around 'boiler' leading into 2nd
• Raised planter on 2nd so scout leaving lobby cant directly access this without utilizing winger (Questionable?)
Some clips were adjusted to be less awkward, mainly around 2nd and last. The planter attached with the 'batts' was increased in height, this area was always more intended to be soldier ground, but the height allowed scouts to use it in combat. With the increased height hopefully, it is now better/more easily utilized by soldiers.
Thoughts/Questions: I'm currently considering "crushing" valley/alley and later 2nd by a similar margin similar to mid (~10%). I received a lot of feedback on the scale, but I really need more specific feedback on what should be cut to reduce that scale (specific pieces to cut please!)
In this latest version (b7): I think the changes to last are significant enough and large enough that I can't fully comprehend how the game would play.
Overall I strongly believe that the adjustments made are positive. As always, I'm open to feedback and I appreciate those willing to take the time to convince/explain changes to me.
-Flip & Pig
List of silent changes:
> Detailed all forward spawns
> Adjusted/simplified details around the map
> Switched out some noisy textures for smooth ones