Starting to feel more and more proud with each update. This time I did some thinking about how the layout could be improved. There were three main complaints about it in the previous versions, however each complaint was difficult to address as these were intentional design choices that I felt were important to keep in the map.
1) The sniper sightline from the guard tower courtyard corners to the roofs is too strong.
- I feel that this sightline is mostly justified by the fact that it exposes the sniper and makes the courtyard useful late-game.
- I decided to make it a little more difficult to use by blocking some of the sightline with fences.
2) The main rollback ramp is brutal to push.
- This was a design choice that was largely due to the payload checklist contest. I feel that it is part of the map's identity and makes matches more exciting at the start.
- I realized the main issue is when your team is behind, so half the team is defending, making the ramp very difficult to overcome. I decided to reduce the number of areas you could be attacked from (with fences again) so that pushing is a little easier.
3) Last is too easy to defend as an engineer.
- I feel that last is pretty well balanced at this point given that, for attackers, it is easily accessible and gives the height advantage over spawn, and for defenders, it is close to spawn and is a tight choke.
- Given that engineers were the cause for a long-term defense, I decided to move the health and ammo packs so the engineer must expose themselves a little if they want it.
In addition to all this, I did one more major change. I thought about how koth adjusts respawn times based on who is in the lead and decided I should do the same for plr. This change should also help in fixing problems 2 and 3.
- Now, all teams start at a 6 second respawn wave time
- After getting up the first rollback, your team's respawn is increased to 7 seconds
- After getting up the second rollback, your team's respawn is increased to 8 seconds
With that out of the way, here are the minor fixes.
Gameplay:
- Increased the duration and frequency of blizzard gusts
- Increased the brightness of some areas
- Decreased the explosion sizes
- Added more clipping
Detailing:
- Added a shutter detail by last
- Fixed misaligned door textures
- Adjusted the snow slopes so they look less low-poly
- Fixed floating camera props
- Adjusted fade distances on some props
- Added detail to ramps by spawn
- Added more ropes
- Decreased the width and added detail to the lowest spire catwalk
- Fixed the part of the skybox overlapping with the real world
- Added more fence detailing
- Adjusted some of the story details