LittleMaker

LittleMaker A2

"Sir! The staff has finally made more progress on the 'littlemaker'!"

"That's great, but why did it take this long?"

"It's just me here."

Welp, here's second alpha for Shrinkray II, codenamed "Littlemaker" for now. The recent tests I did went pretty well considering the state the map was in, so here are the changes to hopefully make it a better play:

Adding High ground to the point
My dumb self decided to give the only high ground on the point so freakin' open to a nasty sightline in the last version, so this time I wanted to fix that. This time, there is a sort of pipe-extension thing that gives you a LOT of high ground, and might let you get a good jump on whoever's on it. Not sure if it was a good idea, but I had to do something about it, and this was all I could think of. Before now there wasn't a lot of verticality to the map so maybe that will add a bit, but we'll see. That pipe also opens up a one-way flank which I think should give attackers at least one way around the point since it's such a choke right now.

Evened up the courtyard
The earlier iteration had a pretty open courtyard right before the point, but the problem was it was super easy to watch all the entrances to it, so by opening up the area near the bridge and adding a trench kind of route away from people watching the courtyard might make it harder to lock it down.

Added more obvious health and ammo
Some people died looking for ammo because it was nowhere to be found. I agreed with this, so I gave it viaduct style pickups: two mediums of both, except I threw in a set of small pickups for good measure, since it could get pretty hard to get to the others in time.

Completely re-did spawns
The spawns got weird: everyone only went through one door, there was a lot of open space, and most of the time spent traveling to the point was traveling in open, useless space. I cut down the open space, re-built spawns from scratch, and I think they look much better now.

Added access to side building from other side building
Vague description, right? This solved the problem of people needing to expose themselves to one area before going anywhere, and that sucked. So, i dug the aforementioned trench and let people sneak to where they want to go.

there was a bunch of other small changes, but that's all that really matters for now. Big thanks to Fizzy for his feedback video!

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Ignore all the pings, I'm just trying to get this all updated right. The files lied to me.
I really hope this plays better than the first shrinkray. There was a lot I wasn't happy with and I couldn't bring myself to undo so much of the work I did. At least this plays better than the last alpha.
"Sir the prototype forthe new shrinkray was an utter failure."

"Well, can't make an omelette without breaking a few legs!"

"I'm not sure that's how it goes..."

Remember that first a1 version of littlemaker I realeased? Yeah me neither. This is a literal total redesign of the original layout. Gone is the mirrored symmetry, replaced by rotational which wasn't necessary but I'm pretty okay with it. Everything has been built up from scratch again, this time all in a weekend, and I feel very happy about it. This is more interesting, has some fun ideas, and more importantly has some 45 degree angles involved which should make it a bit different to play. I've got a couple things to keep an eye on in mind, particularly mid. I'm not 100% happy with how it looks but I want to get playtesting in before I start making changes. I guess we'll find out huh?
Welcome to KotH_Littlemaker_a1b.

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