Osiris

Multi Stage Osiris b27

I finally got both stages into one map, all rocks converted to displacements and first iteration skybox stuff in place. I still have tons of detail and sculpting to do but I wanted to test sooner rather than later.

Changes

Stage 1

A
-lowered initial timer from 6 minutes to 5

Stage 2

A
-added fourth blue spawn gate exit on cliff side
-added second floor rooms to cliff side building
-added lower route under cliff side building
-removed clip brushes on cliff side building roof
-opened up lower route exit into point area
-reworked staircase entrance to main building
-added prop cover for red on first sand dune
-converted a few small healthpacks to medium

B
-opened up blus entrance to the rat tunnels
-widened rock cave flank near the large blu dropdown
-added more floor to the large blu dropdown so its less precarious
-added small health and medium ammo just under blu dropdown

Pics of new stuff
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Stage 2's A is the final area that needs testing and potentially large changes which is alright with me because ive been enjoying working on the area.

This versions changes hopefully make A defendable now as the testing so far has been a blu land slide every round. I made quite a few changes to give red more defensive options at A but since a few of the changes sort of help blu as well im not entirely sure where the balance calibration will sit for this test. Either way I hope red at least gets a chance to defend A for a few minutes.

Changes

A
-converted rock interior areas to wooden buildings to open up interior space and allow for more pathing options (also to help with this damn displacement limit heh)
-gave red direct second floor access from their shortcut into A
-added a large displacement next to point so red isnt at huge disadvantage taking main to the point
-added large displacement in front of point to give both teams cover and allow red some sentries directly on the point
-added ramp for red to access blu height advantage right in front of the point
-removed a few doorways in the main large building
-added staircase for blu to reach a previously one way red drop down
-added additional entrance into central building area
-lowered back rock ramp to only reach second floor of red building rather than third
-extended fence near back wall next to red building
-reworked health pack placement near point to be a little more red sided

B
-opened up ceiling above main entrance so it feels less like a cave

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The first few tests of B1 showed an obvious need for an improvement to reds ability to defend A and a bit of difficulty entering final choke to B.

A
-added tall red fort immediately behind point for red to retreat into and hold
-opened up area behind point
-added large ramp entrance into B choke entrance
-increased initial timer by 30 seconds to 5 minutes
-increased cap time by 2 seconds to 12 seconds
-increased time given on cap by 1 minute to 7 minutes

B
-removed one way door on blues high entrance onto the point
-removed small bit of cover on high entrance walkway

Pics of new stuffs

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Stage 1 time!

I decided to keep this stage 3cp and completely redesign B. It should be a big improvement (I hope :p) so im pretty excited to test it. A and C are basically untouched from the previous 4cp version of the map. I might add a little more space into C depending on how the first few tests go though.

Pictures of new B:

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Revamp time! I figured it would be fun to experiment with multi stage because why not? I definitely saw how tiring the full 4cp osiris could be so lets break it up into stages. I will however upload the last 4cp version of the map in a separate download somewhere just in case there is any desire for it.

The current plan is to have the map be cut into two stages. The first stage being 3cp and the second being 2cp with a chance the first stage gets a control point removed because I really hate the current B there heh.

This upload is my first attempt at the second stage with an entirely new A made from scratch and B being the original D from the 4cp version of the map. Im pretty excited to test the new A stuff.

Pics:

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I underestimated a few aspects involved with wrapping this map up so I have to split the final detail pass into two releases. This works out though because I made two quite large layout/gameplay refinements in B and C I would like to see tested. This should address most if not all of the gameplay concerns mentioned in the previous test. I did however get most of my final spytech detailing ideas in first draft form, some crude skybox detailing, and a first pass on red spawn architecture/detail in so at least there are some new visuals to enjoy. I also want to keep an eye on the timer stuff in the map as it might need some overall lowering so the round is a bit quicker.

The next version of the map will have all the final bells and whistles.

Gameplay changes:

A
-nothing

B
-opened up whole right side area (as blu facing B) via removing one large stone pillar and a few fence props to feel less cramped and less like two hallways.
-removed large sand retaining wall for more mobility in the area
-removed tiny little shack hallway that went behind the pillar and converted it into a red sentry pocket
-converted the back window wall behind the point to a large door that opens on capture of the point. This should remove confusion of the layout in the area and making pushing into the start area of C a lot easier
-opened up the right one way door flank area for blu

C
-removed one way doors
-opened up the entire beginning area of C
-added large retaining wall dropdown for blue on left side (as blue facing C) of beginning area so blue has two entrances into the point and red has only one exit they can push back through.

D
-shifted the large main blue choke entrance sentry spot to hopefully be a better hold for blu. There is a slight chance this makes pushing through this choke a bit harder for blu.
-added a dropdown in front of reds final spawn to allow them quicker access to the point but at a height disadvantage

Some pics of new details and changes:

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I knew the previous version of B was a little awkward but I really didnt feel like fixing or changing it. However in the last test of osiris I had a really annoying underlying feeling there was something not right/fun about B. I said to myself "I feel like all ive done is die in a hallway". But I ignored it because I just wanted to finish the map. However towards the end of the test one of the players in the match said over the mic: "attacking B just feels like picking one of three hallways to go down".

Its hard for me to ignore confirmation in a test like that so therefore I did one last edit to B and im happy and confident about it. The next map version will have a skybox and all the final details I have planned.

Changes/additions:

A
-nothing

B
(orientation being blu facing B)
-left side short range area is both opened up and simplified
-left side short range area has a holding spot that should be very good for blu
-Added left side holding area ledge that views B mid and point
-removed an entire flank that went around the short range area
-right side one way door flank was given a 64 unit tall ledge platform to give blu a little help from being overrun once they go through the door
-removed right side sand hill area building
-raised right side sand hill displacements to be a blu advantage (I hope lel)
-added a ladder to ledge inside blu choke into B so they dont have to go around to get inside the choke
-added a small bridge to right side area near point so blu doesnt have to go around to gain access to the point

C
-nothing

D
-nothing
-I might add a dropdown in the next version to let red get to the point just a little faster at the expense of entering the area lower rather than at a height advantage

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Okay, change of plans!

About two or three map versions ago I started to noticed a much higher than normal rate of rounds with complete blu team steamrolls over the whole map. Having just fixed the map being in a state of red holds every round it was definitely a little frustrating to realize. I was hoping the phenomenon was based in lack of map knowledge (new players in tests or map changes etc) but after almost 4-5 tests in a row on different servers/communities resulting in the same behavior its almost impossible to think its not the maps fault anymore. :p

All of the issues I noticed in playtests pointed to the problem area being specifically just the immediate area around B and red teams approach to it compared to blus.

So I moved the location of the B point and redesigned the surrounding area to give red a LOAD more advantages/options. I also slightly changed the cap times for A and B a bit to hopefully give red an easier time defending B. I gave red a LOT of advantages this version - maybe too many we will see - but id rather stop this blu steamroll in its tracks than to make changes that barely effect it.

Changes:
A
-Reduced cap time from 25 seconds to 22 seconds. The hope here is the shorter cap time reduces the strength of the "blu steamroll ball" that forms on the point as its being capped.

B
-Moved the point from on top of one of the side pillars to the center of the area in between the two main architectural buttresses
-increased cap time from 12 seconds to 16 seconds (this will be first to get lowered if my changes are too red strong)
-Gave red direct covered access to the point
-Added a very strong elevated sentry spot immediately above the point which can only be out-ranged via the far right (as red facing B) flank routes
-thinned the entire right side (as red facing B) to contain players a little better.
-Added a large window in the doors immediately behind the point so both red and blu can keep an eye on each other while capping or defending.
-Refined the left (as red facing B) side to be both a potential red forward holding spot and a blue forward holding spot via opening it up and blocking off sniper sightlines into and out of the area.

Woof thats a lot of new red advantages heh.

Pics of new stuff:

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Before we get to the update part of this post there is some feedback I received during my last test of b11 (a couple months ago) that I want to address. It was basically a few players saying the map would be improved via cutting one of the control points.

Honestly - I mostly agree. However there are parts of me that disagree. I wanted to make sure these everyone knew these comments were heard because I actually spent quite some time debating whether or not I wanted to go through with such a change. It ultimately boils down to three things:

1. I want to wrap this map up and have it out of my life :p (removing a control point would be a fair bit of work)
2. I put a LOT of effort into making the map have four control points and since that is pretty unique in the tf2 a/d cp map world I feel it lends to the maps fun via a little novelty/a new dynamic
3. Personally I enjoy longer maps

Basically ive learned a fuck ton from the development of this map and id much rather take my lessons learned and put it into a new map. Hell I might come back later and make a 3cp version of osiris who knows but for now im sticking with four control points.

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Osiris b12!

I feel ive said this a few times already but this version should be the last gameplay changes this map receives. This hopefully means the next version will be fully detailed and have a 3d skybox. A felt a little tight for defenders refilling the area and B needed a few visual/gameplay refinements to get it on par with the rest of the control points. B also needed some defense help.

Changes:

A
-Added red drop down into A that connects to the main choke with a door on the connection to the choke that closes upon capture of A
-Added a small hallway that connects left side (as blu facing A) to the main choke

B
-Refined main blu forward hold house
-Raised blu height advantage exit from house
-Removed a small cross-point sightline (via the fence attached to blu height advantage leaving house)
-Removed lower door entrance into house
-Improved sentry spots near point
-Added slightly more cover for red to lower area around point

Pic of new stuff:

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While I only got to test b10 for two rounds I feel I had a strong enough grasp on the changes I needed to make as the issues I noticed during the test were a little obvious and confirmed by a few of the testers playing the map.

Someone mentioned during the last B playtest "ugh I keep getting flanked every five seconds". This was definitely something I noticed very quickly as well - it was just a constant battle of fighting scouts off your ass. So I went in and added some walls, removed some flanks, and reworked the entrance to the 'short range house', which was new in B10, to be accessible for blu via covered flanks.

I also reworked one of the flanks INTO B to be way shorter and attached to the main flank. This flank before was entirely out of the way to the point of having blu solders use it without a single red person contesting them. This means A has only one entrance for red but I hope that doesnt result in A being changed very much. Heres a crude drawing to show the old vs new flank setup:

https://i.imgur.com/dkjK6aU.jpg

C was also held twice in a row so I figured the extra length of B might have made it a smidge harder to cap as blu. So I lowered C's cap time from 12 to 10 before I decide if any layout changes or additions are needed. I also removed the tiny see through fences blocking corners in a few spots as I feel it was a large factor in contributing to blus difficulty in the area.

New map cap timers:
25, 12, 10, 7

Changes:

A
-None.

A to B connector
-Large wrap around flank reduced in size and moved to be attached to main flank

B
-Paths around close range house removed and consolidated into one path leading from blues choke into B to remove constant flanking
-Added windows in close range house so blu can see what red is up to
-Blocked right side path to force blu and red players to pass right next to the point rather than being able to walk around it
-Some of this wall adding to remove deathmatchiness has resulted in red having a one or two more sentry spots.

C
-Reduced cap time from 12 to 10
-Removed annoying corner fences from flanks

Pics of new stuff:
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One last thing I would like to note: To everyone playing this map and giving small visual feedback (this area is too monochromatic, this little thing has a weird shadow, etc) I am listening to you and plan on implementing all comments once I get B's gameplay squared away and the map in a gameplay complete state.