Hey y'all! Still recovering from COVID, fairly certain I'm on the tail-end of it now. Starting to get a bit stir-crazy, but I'm pulling through.
Dune's testing cycles have been going fairly aight. I've gone ahead and adjusted respawn waves, health/ammo amounts, etc. to improve the quality of points B and D a bit. Here's the thing: E is this puzzle, and I cannot solve the puzzle. It's a flawed puzzle.
I've seen it compared to Hydro, Dustbowl last, which in that sense, good! It's intended to bring back the vibe of older TF2 maps where teamwork makes the dream work. With all that said, there's been an underlying issue with E: we go from a paradise for BLU, to a sunny session for RED where even Engineer struggles to hold a defense. I for one love playing Engineer to help my team and catch people unaware with stupid sentry spots, so the sentiment hits home. Even I struggle as a RED Engineer on E, there's nowhere to hide from waves of BLU.
The concept of the teams having their roles reversed on the final point is still a fascinating concept that has been noted by playtesters, and I stepped away from the original CP/KOTH hybrid concept due to there being no point in going for the point till the very end, due to RED being able to recapture E.
The layout of the map, upon typing this, I really do like, and I think I'd want to at the very least keep it as such. The point and mechanic behind it, however, needs a revisit. Its location, its win condition, the area surrounding it, the RED vs. BLU strength, it all needs work. I want it to work, so I'm going to try the CP/KOTH hybrid idea but with a different approach. For now, I will upload my latest version of Dune as is while I do some backstepping on point E. Thanks for the feedback, it's always appreciated!