pass_geyser

pass_geyser a4

a4 is released! Here's a list of changes:
  • Removed jumppads at the side of the map: Players reported these were fun to use, but I much rather simplify the sides and remove the pads. Also, players carrying the ball were using them to quickly rotate and avoid the enemy team, instead of grabbing the ball at the start. I rather force the player to pass the ball perpendicularly across the map instead.
  • Toned down the fog (for now)
  • Better connected the circular wood walkway to nearby side routes
  • Marked the team-only shortcuts with respawn visualizers.
  • Added some cover at the catwalk to the upper goal at the attackers side, to make it a little safer for slower classes to peek around the cover and take a shot at the goal.
  • Changed the respawn time of the ball from 15 seconds to 25 seconds. I feel that at the moment, the game plays a little too fast and I want status quo to settle better after a goal. As it is right now, the team that just lost a goal spend a lot of time pushing the attacking team out of their base and always arrives late to the middle when the ball respawns. Optimally, the two teams should fight for control of the middle area, before the ball spawns.
  • Other small changes and fixes (door fixes, goalie zones, voicelines etc)
  • I'm still planning to do a big overview video of the changes between a2b and a3.
Version a3 is finally released - practically rebuilt the map three times(!) before I was happy with it, so a lot has changed since a2b. I will probably do a long post or maybe even a video on the changes soon.

Also, watched the inauguration earlier today and wanted to congratulate the Americans out there on their new president :engieyay:

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Updated to version a2b
  • Deleted Blu spawnpoint in Red spawn.
  • Fixed the shortcut door.
  • Raised Goal A by 64 units and goal B by 32 units, to make it harder for scouts to score from the low ground.
  • Increased ball spawn time from 25 seconds to 33 seconds in order to slow the pace after a goal and allow the teams to regain control of their side of the map.
  • Fixed bad outputs from red goals.
Updated to version a2a:
  • Fixed Red team spawning in Blu spawn.
  • Fixed "Blu Forward state" being activated instead of "Red forward state" when Red team were in Blu territory. This meant Blu team always spawned in the forward spawns, and Red team had no spawnpoints and instead spawned in Blu spawn.
  • Spawnpoints no longer slightly overlaps - this means will spawn on the ground instead of in the air.
  • Added signs.
  • Reduced fog.
  • Cut a hole in a skybox wall so each teams base is visible from the middle.
  • Added bell alarm sound.
  • Didn't fix janky shortcut door but made it less janky.
Updated to a2
  • Major changes to the layout:
    • Added bonus goal between the two primary goals - the bonus goal grants 3 points to the scoring team.
    • Simoustanly opened up the middle area to improve visibility and removed some excess space between the bridge and the spawns to shorten walktimes.
  • Added setup time and proper setup gates to allow engineers to set up defences and allow other classes than scout to engage in the midfight at the start of the round.
  • Made shortcut more visible - nobody seemed to recognize it as a shortcut and thus nobody used it during the previous test.
  • When the jack is powered up, the shortcut opens up for both teams, allowing the attacking team easier access to the bonus goal.

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