ibex2021

ibex2021 a3

Test thoughts:
Lost of tests happened; some bad, some good. Not seeing much in the way of red success, and B still wasn't satisfying. Red's defense of C depended on forward holding on the choke right after B most of the time. Anyway, was getting feedback of people being flanked constantly, and thanks to @lucky I was able to get a better idea of what was going on (in addition to some suggestions).

Basic idea on the flanks being:
  1. The flanks are too separated from the main routes such that it's hard to predict when you'll be flanked.
  2. The flanks tend to dump out behind where people want to hold.
I've attempted to adjust the flanks to improve on #1, but the changes to the flanks will make it harder to predict where people will actually end up holding so #2 is going to take more tests/work.

A3:
  • Adjusted the flanks ahead of A to attempt to make them more interactive/predictable
    • Opened wall to blu's righthand flank with a mixed balcony
    • Removed walls on blu's lefthand flank to expose it more, and make it more apparent when blu is using it
    • 20210411010639_1.jpg
  • Lowered blu's lefthand flank height over A point
  • Adjusted blu's lefthand flank through red's first spawn to make it a mixed dropdown
  • Decreased height of bunker and added route up the cliff wall
    • 20210411010804_1.jpg
  • Added secondary bunker above the train path to give red more defensive options ahead of B
  • Reorganized the whole entire of the B room to attempt to give red more advantages
    • 20210411010457_1.jpg
  • Created forward spawn for red on B
  • Remade the area leading up to C and some of C point itself
    • 20210411010524_1.jpg
  • A lot of minor fixes for things noted in the tests that I've lost track of
  • Adjusted times:
    • A, 1:35 (+:09) @ 1x
      • Wavetimes: blu 2, red 7 (-1)
      • Starts 4:45, adds 5:30
    • B, 2:38 (-:08) @ 1x
      • Wavetimes: blu 3 (-1), red 7 (+1)
      • Adds 4:00
    • C, 1:55 (+:35) @ 1x
      • Wavetimes: blu 2, red 8
      • Ouch, shoulda added some more time now that I think about it..

Attachments

  • 20210411010440_1.jpg
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Test thoughts:
Two decent rounds and one completely unbalanced at the end. B still wasn't able to get a good on-point defense. C point itself is still not satisfying really, but when have I ever made a good last. I need to make more substantial changes to the hill above B and the internals around B, but I need more time to toy with ideas. Probably should be A3, but I don't think these changes will have a substantial impact on the way B/C play.

A2A:
  • Adjusted the red spawn transition flank between A and B to make it more apparent and interactive
    • 20210330002159_1.jpg
  • Added a rock to the lower train area before B to allow players to have a jumping route out
    • 20210330002147_1.jpg
  • Created more space in the hallway around B to make the fit less cramped
    • 20210330002240_1.jpg
  • Opened up a lot of the walls on B to make the room more interactive and readable
    • 20210330002218_1.jpg
    • 20210330002251_1.jpg
  • Adjusted the times:
    • A, 1:26 @ 1x
      • Wavetimes: blu 2 (-1), red 8 (-1)
      • Starts 4:45, adds 5:30
    • B, 2:46 @ 1x
      • Wavetimes: blu 4, red 6 (-1)
      • Adds 4:00
    • C, 1:20 @ 1x
      • Wavetimes: blu 2, red 8 (-1)
Test thoughts:
Got 2 rounds, with Blu winning both. I'll probably need to adjust C more into Red's favor, but for now I've focused on making A and B more defendable.

A2:
  • Clipped Lakeside crates
  • Pushed A back 128u
    • Had to add about 48u to the path to fit it where I wanted
    • 20210328171126_1.jpg
  • Pushed B back a little over 128u and adjusted the geometry of the doorway in front of B to make it more defensible
    • 20210328171141_1.jpg
  • Added a new door to make the path to B more direct for Red and added a side path here to make rotating from the cart to this flank easier
    • 20210328171205_1.jpg
  • Adjusted the times:
    • A, 1:26 (+3) @ 1x
      • Wavetimes: blu 3, red 9
      • Starts 4:45, adds 5:30
    • B, 2:46 (+3) @ 1x
      • Wavetimes: blu 4, red 7
      • Adds 4:00
    • C, 1:20 (-3) @ 1x
      • Wavetimes: blu 2, red 9
Test thoughts:
So A1 got 3 rounds where Blu couldn't quite make it to the point. So really this update is just attempting to swing it towards Blu's favor so I can get feeddback on the rest of the map. Might have overdone the change, but we'll see!

A1A:
  • Moved A point closer to Blu.
    • 20210327003503_1.jpg
    • Based on each round the cart at least got to this curve either with time remaining or in overtime.
    • Realistically it should probably be further back, but we'll see where engineers set up now.
  • Adjusted the spawn change after capping A
    • Red is still instant, but Blu now has to push past the forward spawn to gain it. Added a little switch box with sprites to try to hint it visually:
      • 20210327003538_1.jpg
      • 20210327003711_1.jpg
      • Blu wave time is set to 1 until they get the new spawn.
  • Created a ramp here:
    • 20210327003509_1.jpg
    • This should allow Blu to more easily rotate to the high ground that Red has strong command of in A1.
    • Part of me wants to limit Red's ability to hold the high ground or reduce the overall height, but I'll save that for a later update as I get more feedback.
  • Adjusted the times:
    • A, 1:23 (-15) @ 1x
    • Wavetimes: blu 3, red 9 (+1)
    • Starts 4:45 (+15), adds 5:30
  • B, 2:42 (+15) @ 1x
    • Wavetimes: blu 4 (-1), red 7
    • Adds 4:00
  • C, 1:24 @ 1x
    • Wavetimes: blu 2, red 9