Shapes a66_oopsie
Unique shapes to create unique gameplay.
My first map, a 5cp map, with some main goals in mind from the very start of the design process:
1: Use interesting shapes to create varied gameplay patterns that are different from standard fences, boxes, cliffs and displacements.
2: Focus on 12v12 gameplay over 6v6.
3: Make sure no sentry can cover more than 50% of any chokes into a point.
4: Remove lobby as in 12v12 it results in so much of the team focusing in one area making it very hard to push into, and requiring two consecutive ubers a lot of the time.
5: Reshape last to encourage pushes into it a lot more, differing from normal lasts, hopefully such that making last take longer to cap feels natural along with the lack of a lobby.
(The winger/atomizer is also pretty good on this map.)
Progress notes:
As I progress in the layout of this map, goals three and five haven't really been met. Instead I made it easier to push out of last rather than into last, which is it's own success I feel. An interesting note about sentries is that their range is at the same size that people prefer the areas of maps to be in which they fight, so it's incredibly hard to make one sentry not cover 50% or more of the chokes. I think I accomplished it for last, but the core layout of second and the eventual transition layout that I needed to do for middle means that a single sentry will cover all the chokes.
1: Use interesting shapes to create varied gameplay patterns that are different from standard fences, boxes, cliffs and displacements.
2: Focus on 12v12 gameplay over 6v6.
3: Make sure no sentry can cover more than 50% of any chokes into a point.
4: Remove lobby as in 12v12 it results in so much of the team focusing in one area making it very hard to push into, and requiring two consecutive ubers a lot of the time.
5: Reshape last to encourage pushes into it a lot more, differing from normal lasts, hopefully such that making last take longer to cap feels natural along with the lack of a lobby.
(The winger/atomizer is also pretty good on this map.)
Progress notes:
As I progress in the layout of this map, goals three and five haven't really been met. Instead I made it easier to push out of last rather than into last, which is it's own success I feel. An interesting note about sentries is that their range is at the same size that people prefer the areas of maps to be in which they fight, so it's incredibly hard to make one sentry not cover 50% or more of the chokes. I think I accomplished it for last, but the core layout of second and the eventual transition layout that I needed to do for middle means that a single sentry will cover all the chokes.