Shnou

Shnou A7

Changes:
  • The "B lobby", that was located far enough as to not see the actual B point, was deleted
    • now the B lobby is much closer to actual B point, and therefore - the layout changed a bit here
  • Extra cover was added for sentry placement
  • Red forward spawn was deleted - now there's a one way shortcut available if A is not taken
Notes:
There were 2 main problems with the previous test:
  1. there were hardly any good spots for red engies
  2. After taking A, Blu either completely dominated the red, or were completely stopped by them - nothing in between.
Now, on A, some routes for blu were blocked, and the spots that remained could be used for sentry placement - I hope at least.
On B, there's a small shack that could have a sentry slapped in, covering the point. Again, so that engineers can play the videogame.
The courtyard between A and B was where everyone would actually fight - instead of the actual B point, which I wanted. The place was even called "B lobby" despite it never being my intetion. So I decided to remove it - the building now leads to the courtyard where the B point actually lies.
There were suggestions for adding a Blu forward spawn - but I still think it can live without them. I'm not convinced yet that blu really needs it.

Some people said that the a6 version was playing worse than earlier versions. Well... I'm trying my best :p. I'll get to a decent layout here, eventualy...
  • Added a 3rd way to the B area - a one-way door to a balcony for BLU,
  • Adjusted a few parts of A
  • Shifted a few spawnpoints in the BLU spawn
Two things that were complained about and I noticed were: only 2 routes to B, and mid ones at that; lack of proper engie spots on A (and possibly B).
While I didn't have time to play on an imp yet, I'm still not satisfied with how the map seems to play on demos. I sometimes feel the gameplay space is quite tight and would need to be expanded, but then there would be quite a lengthy route from Blu spawn to B point. Maybe I'm overthinking it tho. We shall see.

I wish people on the imps would try to elaborate on the layout next time. That would be helpful for sure.

Also, it's quite funny seeing people confused when they realize they played on a version of this map 2 years ago lel. I'm suprised they even remember.
Changes:
- A section:
  • some blu routes are now higher,
  • A cap time is shortened
- B section:
  • ...more or less remade? Kinda? I've shifted stuff so much that now it looks quite diffirent from a4
  • Red respawn time after A point is capped is shortened,
  • B cap time is lengthened
From a retest I've done, the main problem was that A was really hard to cap by Blu, while B was so easy it felt like an afterthought.
Now the B point looks quite diffirent than before, but I'm afraid it may still be to difficult to defend. But we shall see in tests. Now at least it feels like something I can work with.

A changes:​

- closed the room on the opposite side to the point,
- a small room below the ramp was removed,
- the shack near blu spawn was 'repaired' a bit,
- the meatgrinder is no more - added an another doorway to B. It's supposed to be only accessible by blu,
- one already existing A-to-B route was shifted to be closer to the A point,
- added a sign for red forward spawn, directing players towards A.
- capping the point gives 3:30 minutes, instead of 2:30.

B changes:​

- added security fences where there were clipping,
- since there was practicaly no play on B, I didn't change anything else.

Other stuff​

besides the meatgrinder-doorway, I also didn't like that blu weren't really holding on the flanks to A, so I tried to do stuff in hopes, so that it will give blu more cover. B point didn't have basically any play, so I didn't do much to it.
People were also suggesting 2 things - a forward spawn for blu, and an another point, between A and B. I need a few more playtests and time to think about commiting to them or not.

Also, I hope the logic ain't broken.
besides the front part of the A point, the rest of the map was reworked entirely. Guess the pictures now are useless...
- removed the lower route to A, that one with grates
- instead, there's just water there. For now, at least
- the room that used to be the lower route now has a staircase leading to the balcony
- the balcony has been redesigned
- the room on the right to A got a ramp for Blu to take hold of it
- shutterdoors have been changed to... spindly paths
- red spawn got an extra exit from above - leading to their personal balcony :eek:
- red spawnpoints change after capture - so that they don't face the closet doors
- B area got displacements
- B area got an extra route for Blu to use. Reds shouldn't be able to reach that way.
- various windows have been shifted (and also they should actually be visible now)
- various entrances have been reshaped, just so that (hopefully) snipers wouldn't be such a demise
- the shack near Blu spawn now is slightly less cramped
- the B point is now slightly sunken, insead of elevated
I forgot the roof clipping. Now they're there.