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.

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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.

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Major changes to 1st and 2nd
Added godly sniper sightline on 2nd lol
quick and dirty.

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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.

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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.

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