Problems noticed during a6b playtest:
Red still not gaining enough ground for defending
Blu constantly able to flank Red, making red defenses useless
Walk times from spawn may be affecting how areas are held and gained
a6c update:
General:
Added one extra forward spawn for each team:
Red now has a forward spawn closer to A that closes after A is capped
Blu now has a forward spawn closer to C that opens after C is capped
Blu Spawn to A:
Adjusted spawn exits slightly
Added red high ground drop down in the back courtyard of A
Raised blu route to a high ground ledge
(to avoid area being used as a battleground when it should be slightly more safe for blu coming out form spawn)
Added more high ground for red in front of A
Potential issue on the mind:
A has this issue where A is capped and blu still is unable to push pass the area, the thing about capture points is that once blu should be able to capture the point it should signify that they have control of the area, it's concerning that blu will be having this issue. Another thing is that capture points usually should be at the end of an area, to compound the fact that blu have control over that area.
For future versions capture point might need to be reconsidered to be either pushed outside the building, further ahead in the track or the spot before it gets pushed into the building.
A to B:
Added route to let blu flow better into battlements after A is capped
Adjusted middle flank route routing more, now opening into A building
Adjusted left side route due to adding new red forward spawn
Old high ground room on the right of the cart path has now been opened up for red to settle on
Extended ground for left building, covering the low ground next to B to give red more ground to defend on
B to C:
Replaced on rotation route in the back of the left building on the cliffs with more ground for red to defend on and a drop down for red
Covered up spot behind the point where red could camp with a sentry and Blu has a hard time retaliating against
C to finale:
Adjusted the room that unlocks after C is capped to remove the angled stairs
Added high ground for red to use for defending more forward
Added high ground building for Blu to use at finale, routing currently runs through red sightline for Blu to get to the stairs of the building
Confusing routing, perhaps even way too many routes, some routes just go beyond the cart path instead of flowing players back into it
Teams feeling scattered, can't effectively group up in fights
General solution to problems:
Cut down and modify on the pathing
Up the spawnwave time so teams could start spawning in more groups more
a6a Update:
Blu Spawn to A:
Redid side route of the curve downward ramp, now it cuts off and has a path leading to a cylindrical building, which replaces the grain silo that was there before
Red now has a balcony above the cart track entrance to A, that connects to the now opened up silo building and the back area of A
Redid the back area behind A, for red it's now a drop off ledge instead of being connected to the area directly.
Redid the building at the base of the spiral ramp, the previous entrance leading to a prop jump closer to the door of the A building is now only a drop off ledge for red, the more further back angled building with the prop jump is now the only way for blu to enter that part of the map
Redid the room besides the A cp, giving red more highground and cutting off connection for blu with the short stairs, now blu has to take the long stairs after the point
Removed plank connecting the highground above A, seeing that one the exit is now used for blu drop off and if blu goes that way, it would lead to the new drop down, adding more confusion in navigation and two, less need for red to rotate between those two points(also it was a point of contention with potential long sitghtlines)
Hopes for the changes here:
Red gets more ground to defend A on
Blu doesn't get confused as to where to go later on passing through A
A to B:
Shortened side building beisde cart path right after A, hopefully giving blu a better position to the cart
Redid room right after A cap, now it no longer leads directly to red battlement areas, must go through upstairs to get there, alternatively, the new path that leads back to the cart path
Side route besides the cart path going up is now connected to the red battlement area
Building above the side route now is opened up more, drop down ledge is now moved to where there used to only be a window
Hopes for the changes here:
Routes being more defined and helpful to blu
Routes being more clear to red
B to C:
Adjusted the lower Blu forward spawn door exit height to make sure it is not at the aboslute low ground
Added signs and door to railroad blu coming out from the forward spawn into the cart path instead of going back to A
Removed route below red's forward spawn, to reduce the chance that red could just get to blu forward spawn without being noticed
Shortened lower exit path to lead blu closer out to the cart path
Lowered the roof above that path that used to be there because there were changes to the water level
Opened up the side route that leads to a highground beside the point, it's now less sheltered and more exposed for blu to use and for red to spot and counteract
Closed off building routing in front of red spawn to hopefully railroad red to C instead of finale
Hopes for the changes here:
Again with routes being closer to the cart path and more ground for red to defend
More route clarity and less blu team scattering
C to finale:
Opened up Finale building and added roof to hopeful define its shape more
Added highground building for blu to shoot into red finale, with lower path for further cover for blu with the new slightly opened up finale
Closed off the weird gated room leading to a drop off for blu, the path to the angled building is now extended to meet that highground building
Adjusted routing placement at the highground right side of the cart path
Building beside the right side of the cart path has changes, a ledge that red team used to be able to crouch jump up to it's now a solid drop off for blu team, denying easy access to blu spawn for red
Adding new drop spot for red team to rush to the cart path closer to the end of the track
Hopes for the changes here:
Again with routes being closer to the cart path and more ground for red to defend
Changed routing in low ground so it hopefully lets players rotate back from the low ground to the cart track easier
Changed to pick up placements to hopefully let BLU to have more of an advantage
B to C:
Changed RED forward spawn exit layout
C to Finale:
Slightly altered building design in one of the routes to hopefully guide players more towards the cart track instead of going up to where RED final spawn exit is
Consolidated side route exits on right building, now only has lower exit
Consolidated flanks leading to a highground
Moved the location of the actual checkpoint
Opened up left building beside the point
A to B:
Redid path from low ground below B to right in front of red forward spawn, now has actual gameplay
B to C:
Added fence to block off an area that could be mistaken as gameplay area
C to finale:
Changed some routes to the left of track, red now is cut off from going to sewer highground directly and blu has more secured path going to flank behind
Consolidated/Overhauled right building interior, now a big room and a path for blu to push
Added prop jump route at the end of the track
Other:
maybe some stuff I forgot again oops I had this update ready for a week and never posted it
If this is your first time logging in after the migration (Feb 8, 2022), you must reset your password to log in. Follow this guide if you're having trouble