pl_tower

pl_tower a7

pl_tower has a bit of a problem. Or, it did.
Since A4, the spawns have been utterly stupid, making any changes I make to B or C essentially useless since the spawns just make it so unfun. For A7, I went and changed the spawns a whole bunch to try to fix this.
Also, the same screenshots have been up on this site since a5. I'm going to try to change that.

Changelog:
-Added a new forward spawn for both teams which should encourage fighting at B on an even playing field.
-Removed BLU's old forward spawn and replaced it with a spawn on B that's useful for attacking C.
-Removed the flank at A to concentrate both teams onto the main path - A was previously fun right up until the point where BLU started trying to use the flank. This should help to fix that.
-Deleted much of the microcover inside the flank at B and rerouted the tower to go through the flank path. This creates a Sniper corridor on the cart path which is still viable for other classes (I hope)
-Changed the positioning of health and ammo at A - there's generally less ammo now.
-Increased the start-of-round time from 6 to 7 minutes.
-Increased the time added for capping A from 2 minutes to 3 minutes and 45 seconds.
-Reduced the time added for capping B from 3 minutes to 2 minutes.
-Increased RED's spawn time on A from 5 seconds to 6 seconds.
-Reduced BLU's spawn time on A from 3 seconds to 2 seconds.
-Increased RED's spawn time on B from 3 seconds to 5 seconds.
-Reduced BLU's spawn time on B from 5 seconds to 2 seconds.
-Reduced RED's spawn time on C from 9 seconds to 8 seconds.
-Increased BLU's spawn time on C from 3 seconds to 4 seconds.
Probably won't actually be the final update - it depends on when I get enough ideas to make a decent CP map.

Screenshots later.
Changelog:
-Redesigned A, adding a building separating A and BLU's first spawn - this extends the length of the cart path, has plenty of health and ammo surrounding it and should generally make A much easier to defend.
-Redesigned the flank at B to be (very slightly) less cramped, less varied in height and less stupid
-Widened the flank at C and made it contest the sniper ledge at RED's second spawn
-Added a small health and medium ammo pack behind the crate at the mouth of the tunnel at B
-Made the ramp leading up to B less steep
-Tried and failed to stop players from clipping into the tower
I really need to go to Layout Academy.
After A6 (probably), I'll throw off the payload shackles and make a 2 stage CP map. I'll try to make it nice and big and inspired by official maps and stuff. I'm sure it'll be lovely.

But for now, we have A5.
Changelog:

-Redesigned C to make it less like an "Overwatch last" - this involved changing the track to lead sideways instead of towards RED's spawn, and changing the cover RED has access to in order to establish positions where they can overlook the track, but have to jump down to properly defend it. This should result in an easier-to-push C.
-Redesigned A to have more of a 'two-lane' design - there is a high-ground area which leads to a sniper sightline overlooking BLU's spawn, and the lower area has more health and ammo.
-Redesigned the flank in the building on A that nobody ever used. It is no longer possible to enter it as BLU without jumping in the window or going up the new inclined ramp and going in via the platform. It should now serve as a proper defensive holding position for RED.
-Increased setup time from 60 seconds to 75 to allow RED to set up on A more easily.
-Reduced RED's respawn wave time at the start of the game from 5 seconds to 3 seconds.
-Increased BLU's respawn wave time after capturing A from 4 seconds to 5 seconds.
-All lights have been made much brighter and some new lights have been added.
-Probably more that I forgot, let's go gamers
Full change log:

-Redesigned the map completely, keeping only the payload and some of the logic from the previous version
-Added triggers which are supposed to teleport you out of the payload if you get stuck inside it - these currently don't work

Screenshots:
screenshot_towera4_a.png
screenshot_towera4_approach_to_c.png
screenshot_towera4_b.png
screenshot_towera4_b2.png
screenshot_towera4_bluspawn.png
screenshot_towera4_c.png
screenshot_towera4_campy_corner.png
screenshot_towera4_c_building.png
screenshot_towera4_tunnel.png
Yay, it's A3! This version aims to fix some of the horrible gameplay around points A and B - B in particular was quite awful, with RED practically spawning right on top of the point. Though, I've only moved the spawn slightly back, so the gameplay might not be completely fixed just yet. I really focused much more on changing the cover around A, changing Sniper sightlines and Sentry spots to be more interactive and limiting RED's options. Since I prefer making small changes to large changes, it might take a couple of versions for me to throw away this cowardice and change the map in a meaningful way.
Anywaaay, changes listed are:

-Middle spawn door in BLU's first spawn moved down and merged with the side door - this serves to create a "main entrance" for BLU, while removing the fall damage and riding on the electrified overhead rail with ease that the previous version had.
-Major revision of gameplay around A and B - the general focus was to remove remaining elements of Mannpower gameplay, focus on the strengths the double-tiered gameplay provides and stop RED from camping so hard. Some of the most significant changes here are: -Enabled every class to go through the hole in the wall on A instead of just blast jumpers -Tweaked cover, removing some of the worst Sniper sightlines but adding new ones -Removed a wall on the lowest part of pre-A that leads to the left flank and moved the health and ammo pack there to be more visible to attackers.
-RED's first spawn was moved back and split into two exits - the "primary" one leads to a one-way drop which leads to a courtyard which allows RED snipers to shoot along the tower's track. The other one simply leads inside RED's area to defend B from.
-RED snipers have been restricted from shooting along the tower's track unless they're in the new sniper courtyard.
-A block has been added to RED's B area to prevent attackers coming from the left flank being shut out easily by spammy classes.
-Signage indicating B has been moved to this new block.
-The window which RED used to access the area which is now the sniper courtyard has been replaced with two gaps in the wall - the other window, which led directly to B, has been clipped off and nobuilt.
-The left flank to B has had some of its roof removed, a curved wall added and stairs along the tower track which allow BLU to access it more easily - this should help to stop RED camping there.
-A wall has been added to the back of "pre-A" to shorten Sniper sightlines and make them more readable - this has also moved the full ammo pack further forward.
-The upper rooms of RED's B area have been completely removed.
-Some high-up areas have been nobuilt.
-A tiny wall sticking out onto the tower's track has been removed.
-The red walls of RED's B area have been replaced with light-coloured walls, and the whole area is much better lit
-The SunSpreadAngle of the map's light_environment has been lowered from 2 to 1.5, since shadows before were quite ambiguous.
-BLU's first spawn is now slightly better lit.
-A very small amount of thought has been put into making the geometry "less noisy" and "more TF2-like".
-The triggers for the doors in RED's first spawn are slightly bigger.
-Some clipping has been done on some of the corners of the map. Note that more still needs doing.
-The electrical humming around the electrified overhead rail has been completely removed. Now you get to complain about the fact that there's no indication as to why the rail deals damage to you! Rejoice!
-The death pit at A has been lowered 192 units.

Screenshots of changes:

The new Pre-A, including BLU's spawn. Note that the cover is different and the middle door has been lowered. I should have redesigned the spawn completely if I'm being honest. That'll have to wait for A4.
20200424154934_1.jpg

-----------------------------------------------------------------------------------------------
The wall that previously hid the health and ammo pack is gone. Did you notice? Do you care?
20200424154945_1.jpg

-----------------------------------------------------------------------------------------------
The hole in the wall has been changed for a tunnel and a ramp leading above the tunnel (center and right frame). This helps to counter annoying Sentry spots and generally flank enemies.
20200424155021_1.jpg

-----------------------------------------------------------------------------------------------
The left flank to B. The ceiling has been taken out and a ramp has been added, allowing easier access for BLU. In the far right frame, you can also make out RED's new sniper courtyard.
20200424155058_1.jpg

-----------------------------------------------------------------------------------------------
This shows most of the changes to B nicely. Notice the sniper courtyard on the right, the gaps in the wall in the center and the moved signage which obstructs vision between the left flank and the interior of RED's B area.
20200424155031_1.jpg

-----------------------------------------------------------------------------------------------
The next two images show the sniper courtyard - the first shows the position of the new primary spawn exit, while the second shows what you see after exiting it and ascending the ramp. Note that in order to access the powerful sniper sightlines, you'll need to jump down even with no easy way up. Below the arrow pointing left is a small health and medium ammo pack which should help you survive.
20200424155124_1.jpg

20200424155142_1.jpg

-----------------------------------------------------------------------------------------------
Finally, we have the interior of RED's B area. Notice that the upper rooms are gone, it's much brighter and your sightlines are more limited. I designed this area to encourage RED to actually leave, since this shouldn't be the strongest way of holding B. It ought to be much more interactive now, since RED should want to jump out of the windows onto the tower track or sniper courtyard, instead of just setting up invincible Sentries and Snipers here. The window sentry is still kind of OP though.
20200424155200_1.jpg
Change list:
-Removed all Mannpower logic
-Renamed map to pl_tower, since pl_mannpower_but_it_isnt_mannpower was too long.
-Recompiled with non-blinding HDR and took screenshots
-Removed top level of tower as it was tedious and annoying for RED to try to contest players who managed to reach it.
-Redesigned tower's "arms" and the overhead rail to suit the new height of the tower - the overhead rail and the very top of the tower are now electrified, dealing 5 damage every half-second to players who stand on top.
-The tower can no longer recede past points which have already been captured.
-You can no longer build on the tower.
-Increased length and width of area after B and added cover - this should increase pushing time of the tower, increase walking time for BLU and provide a better buffer zone for attacking C and D.
-Added a forward spawn for BLU in the newly extended "pre-C" area, which unlocks after capturing B.
-Redesigned the warehouse-like flank at C to help BLU to gain high ground and counter snipers by entering the house-like building near RED's spawn, while still retaining its original purpose.
-Moved A slightly forward, increased the time that it adds on capture to 45 seconds (from 30) and increased the initial length of the time to 6 minutes and 15 seconds (from 5 minutes and 15 seconds).
-Added boardwalk which gives RED access to the high ground at D.
-Brightened death pit at A to make it slightly more noticeable.
-Closed up some rooms and removed a large health pack at RED's first spawn, since these were largely purposeless now that Mannpower has been removed.
-Added electric ambient sounds around the overhead rail - they may be too loud, and able to be heard from too far away, but at least you have some indication of why you're taking damage. Particles may end up being added in A3.
-Slightly adjusted clipping and skybox.
-Recompiled without HDR (for now) and with packed files.
-Added an env_tonemap_controller for when I do compile with HDR.
-Changed clipping to allow players to walk out of the window at RED's first spawn as opposed to having to jump. The window which a blast jump was required to reach has been clipped (on the interior side only) so that you don't accidentally hit your head when trying.
-A couple of minor lighting issues have been fixed at D. Also at D, signage indicating "A" and "B" on the shutters of RED's spawn has been removed, since this could cause players to imagine that those shutters led to A or B. -Cheap water has been added to the death pit on A to make it seem more like a death pit.

What I'll do for A2 (I hope):
-Compile with HDR that isn't broken
-Implement a thematic reason for the payload's existence, maybe
-Take screenshots of the map for this upload