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!