Graviton

Graviton a6

A:
Extended the upper half of the building's platform over to the point.
Added more cover in the upper area.
Adjusted cover around the point to prevent hiding under the platform while capping.
Added some planks to the prop climb next to A.
Changed the upper entry on red's side into the area, it's now a pair of windows on the side of the building, above the red van.
Extended the platform behind the red van and gave it another ramp up.

B:
Added a connector between the highground side route and the lowground just inside B.
Some small tweaks, waiting on more data to make bigger changes.

Slightly sped up attackers respawn time.
Clipped all doorways to prevent getting stuck on them.
Changed medium health & ammo on the tower to just a small health.
Added some corrugated metal to a railing to block a sniper sightline past A.
Fixed some bugs.
Re-hid badger (Found by Emil_Rusboi)
You may notice I went from a6 to a5.. Since I chopped out the other stage, I rolled back the string for every version this stage wasn't modified. I had a suffix on them so there won't be name conflicts anyways, so.

Removed previous stage,
Changed theme

No gameplay changes in this version because I can't remember issues, if there were any major ones.
Implemented some tweaks I was considering, pushed by the last playtest reinforcing some of my thoughts.

2-A:
Shifted blue lower spawn to the side to avoid a sightline.
With left side being more accessable, one of the routes to B are now locked until A is captured to prevent blu wandering past.
Added a route to the left outside of blu spawn, leading into the building on the left's lowground.
The original idea for these buildings and their relationship to the main point worked just as intended, acting as a disconnected defensive bunker, but unfortunately proved too strong in that. Adding a blu-facing route into it breaks that style of defense with it, but i'm not really sure how it'll work out.

2-C:
Adjusted blu-facing half of red's highground, extending the fence and adding a hanging balcony to clarify itself as a blu route and block some sightlines.
The doorway between C and the one-way has been changed into a dropdown.
Changed cap time from 10 to 11 seconds.
forgot to enable clipping.
also used the opportunity to make a couple tweaks to clipping and buildings, added a boiler to the building on red's side of b next to the dropdown
also divided up the stages a bit more with skybox brushes to optimize
Pretty satisfied with stage 3 for the time being, restricted play to just stage 2 for the time being.

2-A:
Ground over most of the area is now displacement.
Changed fences outside blue spawn to grating for visual clarity
Added another pipe over the large pipe just outside blu spawn to block sightlines without the fence.
Placed objects onto and raised a roof to help clarify it's inaccessible.
Added lines to show the capture zone of the point, as well as adding a hanging sign and other small tweaks to help blu not bypass the point by accident.

2-B:
Tweaked displacements.
Added more rocks.
Changed a small ramp from the lowground pointed away from the point into a large ramp sideways to the point.
Shifted the shack on blu's side of the lowground.
Removed the ramp up inside the building overlooking the point, instead added a plank across to the ledge behind it.
Changed cap time from 15 to 13 seconds.

2-C:
Added a ramp up to the point next to the boxes.
Changed cap time from 8 to 10 seconds.
Changed respawn times:
RED: 6 seconds > 7 seconds.

3-A:
Changed cap time from 10 to 11 seconds.

3-B:
Changed cap time from 10 to 14 seconds.
Stage 2 of the intended 3, one yet to be built will go before this, to clarify.

2-A:
Tweaked chickenwire blockers above the point to provide a bit more cover to the main defensive location.
Opened half the area behind the fence behind the point.
Closed some windows in the back of the area and opened a single one instead.
Adjusted cover in the transition between 2-A & 2-B.
Gave red a more direct spawn exit towards the point instead of a shortcut.
Changed respawn times:
RED: 8 seconds > 5 seconds.

2-B:
Changed the bridge approach directly to the point to have a dropdown on blu side onto the bridge.
Added a large building extension next to the previously mentioned dropdown to block vision a bit, particularly from the upper window/plank.
Added doorways and another set of rooms in the far blu side to act as a red shortcut to 2-A.
Added blu forward spawn after capturing 2-B, attached to previously mentioned extension.
Changed the large window on far red side into a dropdown with a prop climb.
Changed respawn times:
RED: 8 seconds > 6 seconds.
BLU: 8 seconds > 4 seconds.

2-C:
Closed up some doorways to prevent red players from getting confused coming out of spawn to defend 2-B.
Changed respawn times:
BLU: 8 seconds > 6 seconds.
Messed up the logic and forgot to clip some areas
Added another 3 point stage, before the current stage
Adjusted lower lobby on 2B, edges to platforms, and various objects to prevent cheeky sniper peeks
A changes:
Widened A drastically
Added a terrain slope up the far side
Another exit for the blu spawn's shack, on the opposite side of the current ground exit.
Changed the tower to a building, with an inside
Full health kit on the tower turned into a medium health & ammo, with a small health & ammo inside the building.
Added upper spawn exit for blu after A is capped

B changes:
Moved back the upper medium health & ammo into the boiler room
Added a little bit of cover around, mostly on red side.
Closed a window on the blu-side shack overlooking red's lower spawn
Widened some back areas and halls on red side and added objects for sneaky players to play around
A variety of tweaks to the ring, making its movement a bit smoother overall, making it only accelerate when there's actively a blu player on the point, and reducing slow down speed to compensate.
Ring now accelerates uncontrollably after blu caps B!

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