sd_nowhere

sd_nowhere _a10d

-Increased control point's captime from 2 seconds to 4 seconds
-The australium now takes 60 seconds to be available again after a team captures, up from 45
-The australium now has a return time of 20 seconds instead of 15, and no longer disables itself for 30 seconds after returning
-Removed two medium ammo packs from the courtyard outside each team's spawn to nerf engineer slightly
-Upgraded the medium ammo pack under the bridge to full in hopes of encouraging engineers to build there
-Placed a medium ammo pack at the top of the point area to encourage sentry placement there, while also giving engineers temporary access to ammo after their team wins the point
-Clipped off an out-of-bounds area
-Disabled shadows on a number of doorframe props
So, I might have looked like I abandoned this map for the past nine months. And I did, but I was later inspired with a new way to make SD better - and hopefully less like "KOTH with extra steps".

The details are as follows:
-Removed both teamed flags
-Removed the speed boost pickup in the australium building
-Moved the control point into the australium building, and rebuilt the control point area, featuring an enclosed bridge which the australium has been shoved into
-The only dedicated entrance into this new mid-connector is a dropdown (although you can also access it through the point building)
-Added the rocket from Doomsday to the point building
-Reduced the point's captime to 2 seconds
-Map now plays to 3 points instead of 7

The idea is that if a team can hold the point area, all they get is a forward hold; however, if they can keep this forward hold going, they get to escort the australium to the point and score.
If you lose this forward hold, then the enemy team gets to take the point area and take control of the australium, so when you fight them again at the point area, either they score or the australium resets, whereupon you regain your forward hold and have to fight for the opportunity to go and grab the australium again.

It's a gameplay loop that requires you to win far fewer fights in a row to score than Doomsday does, which should hopefully make it less of a stalemate.
Changelog:
-Increased the time the doors to the australium room take to open after the round starts from 10 seconds to 13.5 seconds, because players are frozen for 5 seconds at the start of the round, which meant that the door would close 5 seconds after they were first able to move, which meant that it barely hindered Scouts at all.
Changelog:
-Created a HUD using PD logic

-Changed the neutral flag to be an australium briefcase - it now never becomes neutral when dropped, and returns after 8 seconds instead of 16. This prevents cases where teams win the fight at the neutral flag spawn, but then die with the neutral flag on the point, giving an extra capture to their enemies. This prevention should reduce the average number of flags which point-focused teams capture.

-The australium is now worth 2 points instead of 1

-Increased the number of points required to win from 5 to 7 to compensate for this

-Added a pickup to the australium room which gives 5 seconds of minicrits - this should help players who win the fight at the neutral flag spawn to clear players off the point and possibly cap their australium.

-Increased the trigger_capture_area's capture time from 4 seconds to 5 seconds - increasing it more later might be a decent idea, but for now a small increase shall do

-Only the team which caps the point can deposit flags in the capture zone that opens thereafter.

-The capture zone now stays open for 5 seconds after the point is capped instead of 1 second.

-Experimentally added a door into the australium room that opens 10 seconds after the round starts - this is to prevent Scouts and Soldiers from being overly annoying with the new minicrit pickup

Known Issues:
-The layout is still cramped, which harms class balance

-The gamemode still favours fast classes, which harms class balance

-Edging the point is still a viable strategy despite the fact that teammates in the australium room now have a lot of time to get to the point after it's captured

-The neutral flag is not the high-risk, high-reward alternative option that I want it to be - it ideally should be something losing teams want to use to possibly get ahead of the team who won the point without focusing on the neutral flag.

-The new mini-crit powerup could lead to players who fought fairly on the point feeling slighted because the team which won the fight at the neutral flag spawn gets free minicrits and gets to definitively win if their team's also winning the point battle or nullify the victory of an enemy team who fought fairly and won. In other words, it could leave players feeling too reliant on whether or not their teammates win, which is very problematic in a game where your individual contribution is meant to be what matters most.

-When on the point, the "cannot capture at this time" icon covers up the point unlock countdown.

-Frustratingly, I can't make capturing the teamed flags not increment the team score on the scoreboard without making them some flag type other than Invade

-I think I can't create a delay between captures without using the pd_ prefix, and I really don't want to use the pd_ prefix since this isn't a PD map
Changelog:
-removed the alarm that plays when a player uses the dropdown - I only added it in the first place because I was terrified that players would miss the dropdown, but it seems like they don't, or if they do, the alarm doesn't help.

-increased the time the point locks for when a team captures from 10 seconds to 30, because teams were far too easily able to consecutively capture multiple flags, which shortened the round time drastically. This also led to a feeling that the team which first capped the point was certain to win, though that'll need larger layout changes to solve completely.

-increased the point's cap time from 3 seconds to 4 seconds

-standardised the return time of all three flags at 16 seconds - previously, the teamed flags returned in 10 and the neutral flag returned in 16. I never saw a flag actually return, though, so the return time just means "double the time it takes the flag to become neutral", which is actually relevant, because longer is better for this map, because it creates time between winning fights and capping.

-experimentally tore down the walls around the garage at mid - hitscan classes were sorely underrepresented in A1, because the map was thin - I feel that this change creates some much-needed open space in the area of the point which was meant to be open to begin with, and helps players feel more involved with the garage.

-added a third route which splits off from the long-range route to mid - this essentially acts as a "sniper balcony" that helps attacking players spam at a decent range onto the point and have an actual quick retreat to a covered area.

-reduced the starting round timer from 5 minutes to 4 minutes, and reduced the time added on each capture from 75 seconds to 60 seconds.

-when I mirrored the map, I forgot to mirror the signs. This should now be fixed.

-experimentally moved the medium health near each team's spawn much further forward, since the original reason to keep it so far back was because I feared that teams would use it to spawncamp, but they aren't, so maybe it'll be fine.

-very slightly adjusted the lighting under the one-way drop in the garage to be more red and less pink

Known Issues:
-fast classes are still too good

-long-range classes probably won't come into fashion just because of the new sniper balcony - this is something I want to fix in A2, but it'll require a large layout rework, so I might have to save it for even later than A2.

-the team which wins the fight at the neutral flag spawn loses the point and thus loses the neutral flag, nullifying their effort - I have thought of some possible fixes, but have yet to think of one that feels fun, so I'll have to save that for later.