b4nny has reviewed the map again, looking at r7. Along with playtesting and feedback from other sources, I've made significant changes to all areas of the map. So significant, in fact, I've incremented the alpha version to 2.
Geometry Changes
- Mid isn't as wide as it used to be. It's been moved in so every square inch is a bit more objective-oriented.
- Replaced some walls with blast shield looking things. I just thought it looked cool.
- Reworked the entrances from mid to 2nd:
- The room from left path now has a far left door and subroom to facilitate easier navigation to that side of the map. Prior to this point that section wasn't really utilized in midfights.
- The right path has had changes in the way you get to the upper path. The entrance is no longer on top of the concrete ramp and instead meets up right next to the lower path. There's a closed window looking into mid as well.
- Moved the forward spawns inside of mid further forward so there's not a bizarre room with no purpose.
- Reworked boundary walls some (see artpass changes below).
- Reworked health packs in mid with the intention of making rollout better
- Added a small shelf by main/choke so teams coming from 2nd have a place to avoid spam.
Honestly you should just look at everything changed on 2nd, way better than me trying to describe it...
- Redid the roof of the barn on 2nd so it better covers sightlines to point.
- Redid the small shed beside the barn on 2nd and made walking up easier with a ladder prop.
- The area around the shipping crate on 2nd has been redone so walking is easier without sacrificing accessibility to point.
- The ramp on the lower left side of 2nd now hugs the wall of the point.
- The left side of 2nd now connects all the way to the 2nd/last lobby, and instead of a ramp on that side there is now a plank.
- Changed the left door to 2nd/lobby so it faces at a 90 degree angle, and extended the leftmost 2nd/lobby room to compensate for this.
- Shrunk the right ramp shutter door into 2nd/lobby and removed the shutter -- instead this is a small balcony with a larger doorway leading into the flank lobby on the right.
- Removed the far right entrance into flank lobby.
- Redid the ramp work in the flank lobby to match changes.
- Moved health packs around in 2nd and all the lobbies.
- More minor stuff I really can't be bothered to detail.
- Removed the rightmost (from defender side) spawn shutter and reallocated the space to make a ramp connecting up to the other spawn shutter.
- Moved health packs around in last a bit.
Artpass Changes
I've textured a significant portion of mid, mid/2nd connectors, and 2nd. This isn't even remotely final -- I recognize I don't have the artistic mindset / skills needed to make a map look good. That being said, I do have broad ideas about how I want the map to look and feel. Alongside the fact that geometry is still being moved around quite a bit, I will only do simple artpass stuff so that whoever comes through and does a better job at detailing will have a basic visual understanding of what I want accomplished. So please don't laugh at my strange texturing choices
Notably, boundary walls are an important part of how the map is played -- having an invisible wall plays very differently for soldier compared to having a solid, jumpable wall (think of how highbombing works). To this end, I have removed the highwalls alongside a section of 2nd as an introduction to this aspect of map design. I've also fenced a few areas for jumping reasons as well as to make space for out-of-bounds aesthetics.
Other Changes
- Reoriented the spawn points in last to face towards the doors instead of at a wall.
- Restructured internal framework using visgroups to more easily mirror changes in the future.