Eureka mine stage 1

Eureka mine stage 1 b6

Thank you to all the playtesters last session and the server host.
Based on the feedback and observed gameplay the following changes have been made:
  • Fixed visible no-draw under the A point.
  • Broadened the blue left flank in area A to be out of the range of sentry guns.
  • The start of Area A for blue has been made less claustrophobic.
  • Added Rollforward and Rollback zones in the AB connector.
  • Red base should be more clearly Red base from the outside.
  • Move small healthpack to inside of Red cubby in area B.
  • Added see-through window to catwalk in area A.
New changes include:
  • Disabled sounds on the capture point to prevent a noise when players push the cart
  • Changed the blue left flank in area A into a drop-down to prevent Red team from flanking from behind.
  • Increased distance between blue small spawn exit and battlefield.
  • Changed blue left flank after AB connector into drop-down.
  • Removed AB connector catwalk.
  • Made blue right AB connector flank become a one-way door after first point is captured.
  • Widened exit of tunnel.
  • After A is captured, access to area A right flank is restricted.
  • Entrance to area A right flank has been moved.
  • Made changes to blue upper rooms in area B.
  • Added low ground cubby to Red team right corner defense in area B.
  • Changed size and placement of some pickups.
Based on the previous playtest, the following changes have been made:
  • Red and Blue spawn timers have been adjusted.
  • The blue right flank in area B has been made more accessible to the blue team and less for the Red team.
  • The AB connector is slightly further away from point A and the sightline barriers prevent snipers in area B from peaking underneath them into area A.
  • The opening of area B is larger and the Red corner defense is further away.
  • The size of area B has been increased in general.
  • Red base has been changed. The upper room has been removed and Red spawn is now a separate building.
  • Ramps in area A have been improved.
  • Added a flanking corridor for Blue team in area B which wraps around to behind Red base.
New changes include:
  • Removed blue left flank in area B as this served Red team too strongly.
  • Improved appearance of displacements in area A.
  • Changed upper room in Red base into drop-down in area B.
  • Removed pickups on right side of AB connector.
  • Changed right side of AB connector.
  • AB connector is now more accessible after point A is captured.
  • Widened entrance to the left room in AB connector.
Happy new year everyone!
Following on from the previous playtest:
  • Changed up Red base in area B.
  • Fixed the displacements at the start of area A to be easier to walk on (thanks for letting me know of the 'DW' button)
  • Enhanced the catwalk in area A.
  • Added an extra flanking route for blue team on the left side of area B.
  • Changed the right flank in area B.
Thank you everyone who participated in the playtest for the previous version. There was so much great feedback given! I have made the following changes in response:

  • Area B has been completely redesigned. It is smaller and more complex.
  • The main push in area A is less of a choke.
  • Long sightlines in area A have been reduced.
  • The left flank in area A has been changed. It is a shorter distance, more obvious and closer to main. But, there is less cover and no pickups inside it.
  • Respawn times for Red and Blue have been changed.
  • The hill for the cart at the start of area A now surrounds the cart on either side.
  • The right flank in area A has been changed.
- Changed the starting respawn wave times for Red and Blue.
- After point A is captured, Blue team respawns faster and Red team spawns slower.
Based on play-testing and feedback received, area B has been completely changed.
Area A has had several significant changes too.
This iteration has one major change, the layout of Red spawn has been changed significantly.

Other general improvements are:
  • Simplified some world brushes at start of area A.
  • Cleaned up some textures at start of area A.
  • Changed geometry of sniper perch at start of area B.
  • Added Signage in Red spawn.
After play-testing and receiving feedback regarding errors and general suggestions, I have made the following changes to the map:
  • Fixed a floating payload cart.
  • Fixed the displacement texture z-fighting.
  • Placed “No Build” volumes around the doors in red spawn.
  • Fixed the height of blue spawn so the doors fit the height of the frame.
  • Fixed how red spawn seems to only have 1 spawn point.
  • Fixed Visible no-draw.
  • Enlarged blue's spawn area and moved the resupply lockers further away from the doors.
  • Increased the height of the sight-line barriers in the left flank.
  • Added player clips.
  • Changed the size and position of health and ammo pickups.
  • Moved the small office closer towards the entrance of area B.
  • Adjusted the round timer to be the same as Goldrush stage 1.
  • Narrowed the wall surrounding the small red point A exit.
  • Made the door leading to red’s small exit a one-way route back into the spawn room once point A is captured.
  • Marked the Red spawn area A main door as unusable when A is captured.