Howdy folks, seems like Dustdevil was well received, and a lot of insightful comments were left during playtesting to further aid in this map's development. This time I made sure, because originally I had no clue how to view demos, and then I
finally around to setting it all up to view. Y'all found some goofy stuff to pull off in the dunes that I didn't even figure was possible!
This beta version both improves the small hints of map jank, as well as providing a better experience at all stages of the map.
OPTIMIZATION:
- Stage Two and the Final Stage have been cut in half with a skybox brush as per request.
- Many brushes have been cut, mostly to help with potential t-junction issues.
GAMEPLAY:
GENERAL
- Significantly shorter capture times; slightly adjusted respawn wave times.
- More flanks and cover for all stages.
FIRST STAGE
- RED now has the honor of being provided their own rooftop cover around point A.
- RED has been given more walls to take cover against BLU, especially BLU Snipers.
- Point A now has a capture time of 15.
- Point B now has a capture time of 9.
- RED's spawn is now locked off, meaning BLU must push the point in order to keep RED at bay, instead of flanking inside their building. RED is given more longevity thanks to a full health pack inside the building.
- BLU has been given more cover around the left side of the Data Center to help them secure a forward position, but this can also be used to aid in a counterattack from RED.
- BLU has a bit of cover on the Data Center's right-side flank.
SECOND STAGE
- Unusually close access to both teams' spawns, and by extension points C/D, have been completely shut off to force both teams to go into the Second Stage's, "fort," being the fortress front entrance. This now plays similar to the First Stage's, "fort," being the Data Center.
- A flank has been opened up along the left side of the fortress front entrance, both to keep consistency with the, "fort," from Stage One, and to attack pesky backline defenders.
- The fort's front entrance interior now has a hallway leading to a balcony, which can be used as an alternate route to the main path.
- The area that was previously widened up at the top of the staircase now is even more open thanks to a balcony and open staircase, allowing drop-downs, useful sightlines, etc.
- Windows near said staircase have been opened to allow for quicker access to the fort's front entrance.
- The doorway below the C and arrow combo signage by point D is closed... somewhat. BLU can use the ajar garage door to shoot towards point D if RED defenders are being a nuisance. Cheeky!
- RED now has a second exit from their spawn at point D.
- Point C now has a capture time of 20, and point D now has a capture time of 7.
FINAL STAGE
- The middle building between the teams' bases has been removed for less chokes, but more cover from the dreaded RED Snipers.
- Removal of the building and some props should provide RED Spies more wiggle room to skirt past incoming gunfire and start harassing BLU team. More health and ammo has been provided in the backlines for these Spies to utilize.
- BLU's big metal door has been opened up more to allow BLU to dodge incoming danger a bit easier.
- Very few members of both teams used the flank on the far right of point E; we'll try a Battlements sign and a medium health pack at the end of this flank's path and see where it goes from there.
- Point E now has a capture time of 40; BLU will still have to defend against waves of RED counterattacking, somewhat switching the roles. With a full health and ammo pack provided right before the point, this should hopefully aid BLU in their defensive hold. To further help BLU, RED's full health and ammo by their spawn is removed, forcing RED to emerge from hiding or run back into their spawn to recover. The No Trespassing wall has also been removed to force RED into more dangerous situations. We'll see how it all plays out.