So D was having a lot of problems, mostly that RED's spawn was basically in the middle of it. This change should hopefully control flow of combat better, as well as prevent RED from having full area control.
Changed D to be multi-level, courtyard on top, parkade underneath, adjusted area accordingly
Moved RED's back spawn
I have no idea how this will turn out so I'm going to watch and see if what other changes will need to follow.
Last playtest worked out nice, with pretty even matches, though D often was decided by a steamroll by either side. Which, granted that means both sides could win, it made teams have to force everything into a single push, so hopefully these changes help alleviate it.
Added new route outside of one-way-door on D, connecting the entire side
As it stood, BLU had no effective way to try and shove up the corner, while red could just spam from their spawn. This should help give BLU some advantage over that corner, without hurting the overall progression of it.
Pushed RED door and lockers back
Red could pop out of spawn and had perfect shots at nearly every location, allowing a strong hold with minimal effort. Hopefully this forces RED players to have to consider what to do before they leave, as BLU can punish them more for setting up poorly.
Added alternate route around C, replacing old "Drop Hole"
It wasn't getting used, and RED had few ways to even access that area, so the new ramp gives a bit of both.
Added some textures
Added props to help indicate death pits
Moved some pickups
And some missing changes from last log (whoops):
Added door to help prevent RED from going the wrong way by mistake at the start of the game (Opens when B gets capped)
Quick shout of thanks to the amazing feedback I got last play-test.
With that said, a lot of issues were made apparent, most notably around the final length. Therefore this update is about trying to smooth that gameplay out a bit more. Objectives were:
Give BLU Better Response time
Give BLU some form of advantage
Remove the massive height advantage RED had
That said, I hope these changes fix those:
Lowered the height of the D area by approx. half (instead of a 300hu climb, it's now only 150).
Even if this doesn't seem like much, all of BLU's entrances to the area are either only just below to level with this, meaning RED no longer has an overall advantage in height.
Added new back area, replacing old corridor that climbed up next to RED spawn
The old Corridor made for boring combat, and frustrating if even one RED player happened to appear just before. This new area is more open, and has a few ways around it, which should allow BLU to be able to contest the higher ground more effectively.
Added another Forward Spawn for BLU
Well, this just makes RED's first spawn now a BLU spawn, putting BLU right next to C
Pushed C a tad down the line
While D may have been tough to push through, C was the exact opposite: Near undefendable. This change should force BLU to at least have to get a hold on the choke-point for a couple seconds to shove the cart through.
Moved some pickups around D
A few major problems arose from their previous locations: Snipers could stand in the perfect spot and never run out of ammo, a Heavy could camp an entrance and never lose health or ammo unless he got swamped (Which, if RED had any hold, wasn't happening). Basically, it made an already tough hold that much tougher.
Added some Textures around
Changed prop jumping halfway to C to a simple ramp
Added some additional cubemap sample locations
Added additional lighting
I'll see how this plays out and see if it needs more changes. Here's hoping for another good playtest folks!
So after last playtest there were a handful of issues with Point C (namely, people seemed to not notice alternate routes, or didn't make use of them), and it left to a lot of people treating the road like a corridor. Hopefully this update fixes that.
Among other things, now there are cubemaps (because I didn't realize I had to do that before! Huzzah!) to help improve the overall look of the map.
Added alternate routes to Point C
Added some additional areas immediately around Point C
This is to help give RED actual defensible locations, and BLU footholds once they break through it
Pushed RED Forward Spawn backwards to shortly before Point C
Original RED Forward Spawn is now recommissioned as a side-route for C
Added CubeMaps, so no more water issues (hopefully... I didn't notice them before)
Slightly changed the track to Point C
Added more lighting
Changed BLU spawn around a bit
No more hidden "Back Door", it's right next to the other 2 main staircases
Moved around some Pickups
Removed One-Way door on Road to Point C
With the Road to Point C changes, this felt pointless, in addition to already slowing down before these changes
Some better Clipping
Mind you it's not perfect clipping, by a long shot, but Gameplay is my core focus right now, and clipping from ridiculous spots usually isn't a priority due to that. Ie. If I missed some clipping that has been mentioned, that's because I'm not worried about it right now, and it doesn't seem gameplay altering imo.
So last play session brought up that the RED spawns were too close to the points, so I made some changes to move them back (First spawn is now partway to C, second spawn has a large waterway going under, with some bridges).
Relocated RED's spawns, will watch to see if this needs further tweaking
Altered right-side flank from C to D, now has increased height (again), as well as starts before the choke point.
Tested numerous times with bots so this should actually be sound. Don't hesitate to let me know if it still breaks.
This also added working teleporting RED Players out of forward spawn when B gets capped
Added some doors that open during captured points to prevent BLU from flanking too far behind RED.
Lowered overhang to ground level on D (Ie. The one that overlooked RED spawn)
Changed some small Health Packs to Medium Health Packs
Added Health and Ammo Packs around Point A
Opened some sightlines in narrower areas so Sniper is no longer useless (you can still flank him. There's numerous routes, after all)
Simple Texturing from BLU Spawn to Part of Point B
Ease of Understanding signs added (no more players running face-first into 1-way doors)
Added some alternate routes
Some various QoL changes around stairs and the like
Looking forward to playing with folks again on this map (Without all of RED being trapped in spawn... Sorry folks, this is why singleplayer testing sucks). Some points of interest I want to see how they play out is:
The side route that goes up to RED spawn from Point C (blocked off until C is capped)
Path to Point C. I hear it can be hard to defend as RED but that was during the spawn issues, so I'll see where it goes from here. May add a second forward spawn to help with this if issues persist.
Point D. Because of spawn issues I have yet to see any interaction here, due to the fact RED is unable to fight back.