Resource icon

Flossbite A8a

Added some healthkits and moved others
The main issue with the map currently is the actual entrances to mid itself. Although the routes and mid are okayish, the entrances to mid weren't. Literally the only connections to mid were two tiny doors and a chokey main with little cover, not really the best in encouraging pushes.

So, I've redone alot of the entrances with this update.

- Rockside Courtyard has been widen and given direct access to the Lift area. You no longer have to go through 2 two doors inside of the cramped Apartments to push mid anymore!

- Apartments and Transitional have been redesigned with a specific goal in mind: to serve as a mid-route switch and gives defenders options to outflank attackers trying to push out of mid. There's alot of ways for all of the classes to get into this "route switch," not to mention height advantage overlooking all of the routes that attackers might try to use. Hopefully this gives defenders a better holding position.

- Transitional and Cliffside has always been the weakest point of the map. There's very little incentive for defenders to use this route and push from it as it drops you into the low ground. Meanwhile, it was extremely useful for attackers, as once they got a foothold in the route, they can easily push down the valley or just completely bypass the entire team and head directly to spawn. Not to mention that because it was fairly distant and wasn't used often, it was hard to know if there's actually any enemies using it or not.

Now there's a drop down for the route entering the Valley from spawn, and the Transitional has been enlarged. The door into Transitional from Valley is now also at a height disadvantage compared to the rest of the area and sits right next to a deathpit, while the door entering Mid has been made wider and at a better height when compared to the point.

- Point now has actual cover than a metal sheet. This serves to help encourage players to push from Main and Transitional, and helps the point get cover from Courtyard.

- Tank room, or the house, or whatever, has been cleared out. Not really happy with the room, but not sure how to connect Lift to Mid either.
Changed up the routes to mid slightly. Since I started this map I really liked the original mid. It was an interesting point, at least in my opinion, to fight around and play on. I also really liked the entire view and shape that the point had, and generally I didn't really want to touch mid. Unfortunately it looks like I have to, but I'll see what I can do without redesigning mid.

- Overall the entire middle of the map has much more space, and the mid buildings are alot closer to point.

- Transitional Building is now closerer(?) to mid. Providing more cover for advancing defenders to retake the point.

- Blocked the passage next to transitional. It basically only served to give jumping classes like pyro and soldier a way to bypass the entire team.

- Mid now has a roof over it,

- Apartments now lead to a new room, tank, which overlooks the point. Not too sure if I really like it, but I'll see how it plays out.
Redesign tres!

Although the second design of Flossbite was a thousand times better than the first, it still faced fundamental issues -

1. The routes themselves didn't provide nearly enough advantage over the point and over each other.

2. There was no real "set up" area for the defending team to push onto the point.

- Cliffside (rockside? should really make a map of what I'm calling the routes tbh) has been significantly decomplexified. Instead of this weird pit courtyard thing that took way to long to cross, you now have a small ramp up to apartments with the pipe in the middle of this path, instead of under.

- Apartments and the liftyard has been also decomplexified. Instead of weird geo. everywhere and not a clear sight to the point until you were ontop of it, you now have a clear height and path advantage to the point. Still not really happy with this area, but not sure how to really change it.

- Main has been centered better, and it's now slightly diagonal. Although you will still be at a large height advantage from the point, the cover on the point also should help provide cover for advancing defenders. They will also come out at a slightly higher position when compared to the point.

- Main now has an actual set up area that the point can't just spam down on, with easier access to the other routes. Jumping classes will also have a better advantage, as they can easily jump between the routes. Hard to explain, but you'll get the idea when your in the map.

- The rockside (cliffside? the other flank basically) has been complexified slightly, is generally lower, and has packs that players would hopefully gravitate towards; seeing more activity.

- Transitional building that was a large part of this route has been redone slightly. Originally, it was very unfun to fight in and gave attackers this huge advantage over the defenders, but it was vital towards the flow of the map. It still has the same shape, but you don't have this huge unfun height advantage by walking up a single step, and you walk into this nerfed rockside instead.
Blocked off the route from the Transition Cube to Main, was used very little by attacking teams, but allowed the defenders to use it to push far forward

Blocked off sights from the deck connecting TCube and Apartments

Redesigned spawn to encourage using flanks than main
- Still want Main to be heavily used, and not sure how to give it more cover without prop spam.
Mainly small changes

- Fixed clipping and added stairs / ramps on very annoying have-to jumps

- Split the deck connecting connector and apartments, forcing snipers stationed there to stick on the apartment side. This also removed the super long sightline that occurred in the middle of the deck.

- Added more cover on the mainway, removing deck snipers' ability to really shoot in there.
slight name change
- redid most of the map
* A big issue with A1-2 was that the map had too many route connectors and a massive imbalance between the flanks vs main route. The cliffside / flank was too easily obtained and allowed clear access to basically anywhere on the map. Meanwhile the spawn was set too far back and was biased on the rockside / main routes.

- Spawn is now much closer to the mid point, but probably still slightly too far.

- Redesigned the routes and made the sections of the map more clearer. There is now 3 routes and 3 courtyards (wow like viaduct!) instead of the swiss cheese. Slightly still swiss cheese, but should help.

- Rockside now a small courtyard connecting spawn to Apartments, with a "sewer" connection between said courtyard and Main.

- Cliffside / flank route now has access to spawn and is much higher than Main. Because of this increase in height, the original access way from Mid to Cliffside is a defender-only drop down. Scouts and explosive classes can still get into the route, but this should stop flank heavies from existing.

- Removed the bottom route that existed between Cliffsides. Although the original goal was to provide a safe landing zone for airblasted players from the Point, it only served to allow players to bypass the Mid and get behind enemies. Not to mention that the point was far enough away from the Pit that it didn't really serve a purpose. There's still a small route that's right next to mid point, but you can't outright ignore the Point anymore.

- Cube building that was infront of the point is now a transitional building. This building is semi chokey and allows stairway access from Main, Middle, Cliffside, and Apartments. Likely need to remove the door on Middle though.

- Apartments now enter into this Gondola Lift instead of the boring square loading dock building thing. Opens up the area leading to the point, but I think I need to open it up more.

- Sniper Hell was added. Because the Gondola Bay opened up the area around the point, there is now a straight line across the point and into enemy Main from the Walkway that connects Cube and Apartments. Not entirely sure how to remove this sightline without some terrible blocks or just deleting the Walkway. I feel like it's an very interesting spot, and I want to keep it, but snipers exist.

Attachments

  • 20200928144815_1.jpg
    20200928144815_1.jpg
    132 KB · Views: 57
  • 20200928144928_1.jpg
    20200928144928_1.jpg
    137.3 KB · Views: 55
  • 20200928144831_1.jpg
    20200928144831_1.jpg
    121.9 KB · Views: 50
  • 20200928144902_1.jpg
    20200928144902_1.jpg
    133.6 KB · Views: 52
  • 20200928144739_1.jpg
    20200928144739_1.jpg
    118.1 KB · Views: 53
- enlarged main routes and made the flank smaller
- changed most of the health and ammo packs to medium
- brighten the map indoors and made the ground displacement a brighter shade
- fixed some z-fighting, caused some more likely
- instead of "box," there's now a box ramp up to the point near the cliffside
- added a small hang on the pillar rocks near the cliffside with a small healthkit
- added another path to the flanks with sight to the packs in the flanking cave
- moved the spawn points (not the room) further up slightly. Should decrease walking times by ~1 second