Gary

Gary A2

Got two low player count and one full player count test. Totaled a 50/50 win distribution for 10 rounds. Not bad I'd say, probably just needs more time to get a larger sample set before I make too many changes for balance. However, I did want to make mid more dynamic and that mostly means the height changes around mid need some more flavor so that all classes can get more attack vectors.

Also, though no one will read this, I have no interest in making this anything but fully asymmetric koth. I've wanted to do asymmetric koth for awhile. This was actually my plan for stack the deck, but I was too rusty. I've made two previous attempts at asymmetric koth and gotten a fully asymmetric arena to beta, so there is some actual thought and experience behind my design.

Changes:
  • Reduced attacker's respawnwavetime by 1sec (down to 3sec), hopefully helps retaking (though part of me thinks that was mostly due to lower player counts)
  • Adjusted hopper car spots around mid to reduce stuck spots
  • Adjusted how far blu's building extends over the point for spacing with the trains
  • Connected blu's righthand pit side up to mid, not sure if I like this idea yeah, probably the most likely to revert
  • Made one pipe on red's high ground partially walkable
  • Added some trigger-hurts on the piping where the train was causing people to get stuck
  • Adjusted some stairs
  • Added coal/ore piles to the stationary hopper cars around the point to allow all classes to get on top of the cars. Should also, make it easier for red to contest the point when the train is passing through