CurtainCall

CurtainCall A3

*BOOM*

"Did you hear that? What was that noise?"

"Sounds like half a map getting deleted."

That noise is the sound of half a map getting deleted. I was not satisfied with this map at all. There were a lot of things I wanted to change but changing them would require a huge re-design.
Well luckily that's why we are in this stage of alphas, it sure make razing the fortress less painful. The new CurtainCall (A3 now!) is born, and the changes are numerous - too much to list them off one by one, so I'll give you some larger notes.

> Mid has been condensed with more routes and cover
I really didn't like mid. When I designed it I thought it was cool, but as we kept testing it was CLEAR it did nothing for flow. It was open, hard to enter into a fight in, and had very little cover. The NEW mid has a main entrance in close quarters, a lower route flank(ish), and cover near the outside. The goal was to make the mid-fight much more intimate, something that didn't feel like you REQUIRED an uber or a push to get through, or at least into. I think it's much easier to engage in a mid-fight now.

> The battlements defend the highground
The previous iteration had a sort of drop-down next to the battlements. This drop-down was supposed to be a flank but it was just distracting it seemed. It is POOFED out of existence. Instead, the high-ground on the point is something to be contested. Controlling that means you control the point, but I think it's very easy to clear people off of it. Hopefully this pushes players off the high ground and onto the point. The battlements are basically there for snipers and for other players to defend their side of the high-ground.

> Easily defend-able territory
The last tests one team was ALWAYS pushing farther in. It usually ended up being that one team had to straight up push out of spawn, THEN push onto the point.... no thanks. So now, with more height variation and with the defending team controlling the resources, hopefully that won't happen. I want to keep as much fighting in the courtyard/mid area as possible.


There are a whole bunch of other changes, but those are the significant ones. I do feel the map is a bit cramped, but I feel I need to test before I tackle that kind of subject. at least then I have a better idea of what I'm looking at.I think it might be best if we just test and you see for yourself! Let me know what you think, love you guys <3

Attachments

  • curtaincall1.png
    curtaincall1.png
    2 MB · Views: 79
  • curtaincall2.png
    curtaincall2.png
    1.9 MB · Views: 76
  • curtaincall3.png
    curtaincall3.png
    1.9 MB · Views: 80
  • curtaincall4.png
    curtaincall4.png
    984.9 KB · Views: 79
"Taa-Daaa!"

Okay, so almost the number one thing I hear about this map is "It's too open"
So let's fill it in a bit. This update is a slight one, I don't know how much it's going to change. Pyros went ham-bone on the death-cliff, so I wanted that area to be safer to retreat to. I was hoping the map had a flow where players at the top of the hill would push players on the point to the cliff, who (if they escaped) could circle back to the top. That's obviously not happening here, but I'm still working on how to fix a few of the major issues. Bear with me, still an amateur at this.

- Added railings and high ground near the death pit
- Upgraded small health to medium near point
- Fixed broken doors and resupply locker
- Clipping fixed
- Narrowed mid in
- Added more cover on mid's high-ground
- Upgraded another small health (on the battlements) to medium (same with ammo)

That's all the major stuff. Slight changes, don't even know if an imp for it is necessary, but we'll see.
-added "a1" suffix