pl_rose

pl_rose b2

Lots of small changes. rushed.
XDddd
Work on last and stuff...

1st point:
Moved 1st point back to a5 pos
Moved mediums around so deep flanking players post 2nd bleed out easily and post 1st forward hold is discouraged

2nd point:
Added windows that open post b capture allowing blue to gain access to the left room easily
(Might make these windows open at all times)

3rd point:
Moved cover all around
Made arch room super super wide (Like super super super wide)
Cut sniper sightlines, forcing sniper to have to rotate for kills

Last:
Adjusted cover on left and pathing on left
Removed blue speedy rout to player spawn

Expectations from this version:
3rd archroom lobby area is too large
Blue has too many options into c and b
c needs to be more cramped
b back line is awkward because of the watertower and the pathing near it,
forcing players to commit hard or sit in the backline.
last is too large!! omg my sentry should farm players in a cramped killbox all the time!!11

>>Will focus on all these spaces when re-watching demos.

It is very annoying how a lot of red teams play, making these findings quite difficult. 6+ red players w-keying and and getting cleaned up allowing blue to push in over and over again tells me nothing about if a hold is actually viable. Perhaps playing red team is too stagnant and the players get bored.

Attachments

  • 20210202130640_1.jpg
    20210202130640_1.jpg
    347.8 KB · Views: 47
  • 20210202130627_1.jpg
    20210202130627_1.jpg
    391.2 KB · Views: 48
  • 20210202130646_1.jpg
    20210202130646_1.jpg
    385 KB · Views: 44
  • 20210202130709_1.jpg
    20210202130709_1.jpg
    405.8 KB · Views: 50
  • 20210202130728_1.jpg
    20210202130728_1.jpg
    354.6 KB · Views: 53
  • 20210202130800_1.jpg
    20210202130800_1.jpg
    579.1 KB · Views: 46
Moved 1st point forward
Grate in 1st barn
added 2 exits to every spawn
(besides red 2nd)
Added more arrows to funnel players
Expanded windows on 2nd to watch flank players
locked last shutter door

Small clips all over
Small tweaks all over
If a3 and a4 had a baby: it would be a5.
(Took all the good elements of a3 and plastered them onto a horribly abused a4)

1st point:
Moved 3rd choke rout to lower main
Added back 'A door quickpass', added signage for newer players to easily understand its usefulness
Recreated the entire 1st point to add more forward hold defense.
(I AM WORRIED THAT THE FORWARD HOLD IS TOO CLOSE. Testing my gauges.)
Fully Reworked post 1st to hopefully favor blue
(Previously it was too easy for red to enter from lower left and just pick off blue)

2nd point:
Reduced cart track into 2nd
Reconstructed left and right routs for blue

(thank you Tiftid for this feedback)
Added signage for red not to corner themselves
Slam dunked previous god sniper spot straight into the garbage
HA-HA!!!!!

3rd point:

Fixed awkward stair clip
Fixed z-Fighting stairs

Last point:
Added cart elevator delaying blue team from speeding in and wiping red
Removed cow observatory rout

Holy shit this update was more painful than it had to be.

Might see a5a incase we missed anything small here soon.

Attachments

  • 20210130140044_1.jpg
    20210130140044_1.jpg
    387.9 KB · Views: 50
  • 20210130135905_1.jpg
    20210130135905_1.jpg
    395.4 KB · Views: 52
  • 20210130135958_1.jpg
    20210130135958_1.jpg
    426.2 KB · Views: 54
Major changes to 1st and 2nd
Added godly sniper sightline on 2nd lol
quick and dirty.

Attachments

  • 20210125171847_1.jpg
    20210125171847_1.jpg
    400.9 KB · Views: 88
  • 20210125171853_1.jpg
    20210125171853_1.jpg
    432 KB · Views: 85
  • 20210125171900_1.jpg
    20210125171900_1.jpg
    372.5 KB · Views: 91
  • 20210125171907_1.jpg
    20210125171907_1.jpg
    413.6 KB · Views: 86
Pulled in combat post 1st
Players in 1st red spawn are teleported to 2nd red spawn after 1st is capped
Killed strong sniper sightlines on 2nd
Adjusted ammo/health on 2nd
Adjusted left 3rd to pull in combat

Remade most of last:
Added toxic and sneaky (red left side)
Adjusted cow observatory
(oh my goodness its basically borno now!11!1)
Made sentry sightlines much more powerful

Removed jumppads
Added cubemaps

minor visual changes to do with area portals.

Things I am looking at:
(from blu side) right 1st can be aggressed too easily by reds after 1st is capped,
made a change to counter this without becoming too obstructive. I want to see if it works or not.

2nd late hold

3rd early hold
3rd transitioning into blue hands

last blue positioning
last red positioning

Goal on last: Don't make sentries too hot or too cold.
needs to be juuuust right.
Allow quick rotations from both sides to collapse back onto the cart
Avoid making blue unable to commit without uber.

Attachments

  • 20210124130447_1.jpg
    20210124130447_1.jpg
    454.8 KB · Views: 48
  • 20210124130510_1.jpg
    20210124130510_1.jpg
    433.8 KB · Views: 47
  • 20210124130523_1.jpg
    20210124130523_1.jpg
    357.5 KB · Views: 45
  • 20210124130536_1.jpg
    20210124130536_1.jpg
    401.4 KB · Views: 50
  • 20210124130541_1.jpg
    20210124130541_1.jpg
    349 KB · Views: 50
  • 20210124130555_1.jpg
    20210124130555_1.jpg
    426.3 KB · Views: 48
Fixed all payload points giving crazy time
Lowered red spawn time on 2nd and 3rd
After 1st,2nd and 3rd are capped. Red team is forced to respawn.
Heavy reworks to all points:
1st has been given more height for defenders, and more cover overall.
2nd has been given more cover for forward holding and a better backline for retreat.
3rd has been remade.
Last has been remade.

thoughts: Last is too open, testing anyway for i'm trying to get a good gauge of what areas are too large or too small for 24 players.

Attachments

  • 20210121205215_1.jpg
    20210121205215_1.jpg
    411.6 KB · Views: 55
  • 20210121205222_1.jpg
    20210121205222_1.jpg
    390.9 KB · Views: 49
  • 20210121205242_1.jpg
    20210121205242_1.jpg
    371.2 KB · Views: 51
  • 20210121205308_1.jpg
    20210121205308_1.jpg
    393.2 KB · Views: 50
  • 20210121205406_1.jpg
    20210121205406_1.jpg
    346.3 KB · Views: 49