Various small changes and adjustments to further improve things.
Demos have been watched, feedback has been written down, changes are now being made as I work on other stuff. This update does slight changes to A and some fairly major ones at B.

GENERAL FIXES

- Fixed some clipping exploits.
- Fixed a stuck spot.
- Delay between new flag spawns now eight seconds instead of seven.

MAJOR CHANGES

- Reduced health and ammo around the shed at blue spawn.
- Increase the size of the door out of the side building.

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While very lengthy forward holds at the very start of the map seemed to be more player than map issue, I decided it was better to be safe than sorry. There is now less ammo around the usual holdout position, enough to build a nest before setup time ends but not enough to keep rebuilding it over and over. The doorway out of the building also has been made wider to make it harder to just spam the door blindly from the roof of the shed.

- Slightly reduced the amount of ammo around B.
- Removed the cliffside path.
- Added a new route to the other side of the point area.

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No doubt the biggest problem that raise it's ugly head during the extensive testing done during the judging period was a very specific B hold that blue never seemed to fully be able to break. This eventually became the go to strategy defense used when holding B, causing things to fall apart quite a bit.

These changes aim to change the dynamics of the point and force the defense to take a more active role when defending the point. If defense now only sits in that one corner, they will allow blue get to a very powerful position to counter them and take over the area. To balance how powerful this new area is, blue has lost one of their routes onto the point.
General fixes and tweaks, this is probably the contest version unless something happens.
Alright, let's get through some of these changes, some of these happened in A9 but whatever.

GENERAL CHANGES

- Nobuilded the intel nipples.
- Fixed a pixel walk.
- Made the cave route at B brighter.
- Made the area behind A brighter.
- Made entirety of C brighter.

MAJOR CHANGES

- B is now 400 units less wider.
- New B dropdown route.
- New way up onto the B point.
- 7/14 respawn wave times for red at B.

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B was playing relatively well in the past and I was ready to call it a day for the duration of the contest, but I decided to go against my gut feeling and go for some pretty major changes anyway. (It looks to have paid off too.) Although B was playing fine in the past, it was only playing fine when teams were relatively organized, the more unorganized and chaotic the environment, the worse the point played.

This was because the two sides you attacked the point from were so split apart, this caused more unorganized players to get split into small groups and get eventually rolled by red as they gained more and more ground around the point. As a solution, an entire route has been removed and the whole B point is 400 units smaller to bring everything closer together. This should still keep the gameplay more or less the same but streamline things further for more casual environment.

- C is now on the same level as the blue main entrances.
- Blue now spawns faster.
- Red now spawns slower.
- Red spawn has been moved.

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C point hasn't been getting that much playtime until recently and it has revealed some issues that need to be addressed. First problem the point had was the fucked up spawn times, I don't remember if I went full mad scientist at some point without realizing or just typed a wrong number, but red was spawning faster than blue, which made the point night impossible to attack.

Another problem was the lack of height in favor of blue when they tried to approach the point, every angle red chose to hold from, they had the high ground over blue. This has now been changed, the point is now on level with the blue side of the point, meaning red still has their high ground but to actively defend the point itself, they have to sacrifice it.

Red spawn has also been moved to prevent accidental spawn camping and make it easier for blue to hold the stairwell side of the point, should they be able to take control of the area from red.
Need to get this in an imp, B is smaller, respawn times are not fucked.

Thanks.
Welcome to the cliff of death update, you're welcome Lo-Fi.

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B is playing surprisingly decently as of late, but one issue that has been constant is how safe red can feel when holding the area behind the point. I considered adding the old basement route back, but that would have most likely brought back the same issues as it did previously. Another thing I considered was changing the building on the left size totally, but then I was presented with a much more appealing looking solution (Thanks, Chin) that I decided to go with instead.

There is now a new path to B, starting next to the stairs by the cliff. This path will let you pressure red's usual defensive area, but it comes with a risk of being very exposed to the big death pit. Hopefully this will be what finally pushes B into territory where I can say I am happy with how it plays.
Still not entirely sure where to go with B, some people I ask like it, some people I ask don't. I am going to stick with it for now and this is another set of small changes to improve things.

- More ammo all around the map.
- B now gives 30 seconds of extra time upon cap.
- Improved the prop jump.
- No build the shed at B.
- Improved things for spies at C.
- Removed a sightline blocker at C.
Not that major changes in this one.

- Clipping fixes.
- Improved the flank at A.
- Red can no longer use the upper flank route.
- B has gone through further nipple reduction surgery.
Welcome to Alpha 5, also known as the "Hopefully B can be now defended and the nipple is now smaller" edition!!!

GENERAL FIXES

- Fixed some small clipping errors.
- Made the ambient lighting a tad brighter.
- Fixed some rooms being little too dim.

MAJOR CHANGES.

- Changed red spawn times, they are now as following.

A: Min: 8 Seconds. Max: 16 Seconds.
B: Min: 7 Seconds. Max: 14 Seconds.
C: Min: 6 Seconds. Max: 12 Seconds.

Things have been pretty blue sided recently and I am not entirely sure if that is because of the map or just bad teams in few recent tests, I keep flipping between the two options constantly. That is why, just in case, I have adjusted the defensive respawn times to scale with the intended point difficulty. This might be a change that gets totally undone in the future, it depends on how things pan out in the future.

- Basement route at B now connects to the same areas the upper cliff route.
- B now has more space around it overall.
- B now has lot more ammo around it overall.

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One thing I know for a fact is that all the B rolls were not because of the teams, every team seemed to get wiped on this point pretty fast and that is totally my fault. When I redesigned the point and combined all the different ideas I had in mind together, I had made a massive oversight regarding flow and how red is supposed to defend this point.

When moving the basement route and it's entrance, I had created a situation where blue comes from three different directions instead of two. This in itself wouldn't be so bad, if one of those directions wasn't behind the main defensive area, thus allowing blue to instantly cut any defense by the knees before red had successfully set anything up.

With the basement route now leading you to a relatively same area as the other route on that side of the point and general increase in ammo packs, red should be able to set up a proper defensive behind and on the point before blue totally overwhelms them with no chance of recovery.

Of course, there is always another possibility that I didn't consider, this point just sucks and is beyond saving. (Hopefully not.)