Big update
Feedback: map is overcomplicated/too cornery/unfocused/untidy
- I'll try to remove some paths to streamline the combat some more. Tried to eliminate some "corner gameplay". There is still a big question about the second to last area, what should it be turned into?
- I doubled down on the second's underground area, making it a bit more complex than the previous version (easier to enter/exit). To promote the underground area, the upper mid connection to second was removed. It was never my intention that this way would be the main way to attack second.
Feedback: it is too easy to bypass holds/points
- The main "point" of the second point should be that attackers can use the underground area to flank the enemy.
- It was too easy, however. I closed down lower mid so that it forces the player to enter the dish area. Also, lower second now has a one way door to make sure attacking players can't sneak to last without some effort.
Feedback: gameplay is usually at corners, not areas
- Still needs work. I made second and the area between second and first slightly wider, and removed some unnecessary dead end areas / sentry nest locations.
Feedback: map doesn't feel 5cp
- TODO: Could use some elaboration? The W-shape gives off that vibe, I know, but is there anything else?
Feedback: Hard to push for both teams
- Double sentry at last is very powerful. Added a dropdown to lower last from which it is possible to demo spam a sentry above. The dropdown also "promotes" the lower last route more to the defenders.
- Might still need work
Feedback: Gold is green
- Hopefully it is now nice and shiny (added cubemaps.)
Other changes:
- Made some door triggers slightly larger as scouts were bumping into them
- Lamps are now non-solid
- Made stuff more accessible to scouts with default double jump
- Moved pickups around
- Added better pickups to the lower last route
- Added more health around second
- Added nobuilds right at spawn doors
- Removed A, B and C signs
- Made last cap zone simpler and slightly larger
- Added indicator to the cap zone at last
- Lots of scaling around second and last (and it might still need some work)
- Moved second spawn to "coffee shop" near B. This second spawn has a better protected teleport entrance platform. Changed spawn time to compensate
- Added spawn invulnerability to the forward spawns. Why isn't this the norm?
- Moved mid dish so that it was less rare to get stuck on it
- Lowered mid dish's platform so that it is easier to normally jump to
- Directed the path at mid towards mid (I don't really know what I was originally thinking)
- Made forward spawns use "no entry" door skin
Things I attempted but discarded
- Removed the second's underground area and made changes to the now gone upper mid connector. I really didn't like how uninspired it turned out.
- Rotated the map 180 to see if the lighting is any better this way. It wasn't.
- Continuing the lower pathway at last 90 degrees. It did not provide a good second angle to attack sentries with.
- Added but removed a second pathway from outside last to lower last
- Thought about moving the last's spawn back, providing more space for the defenders to stand and defend the point from. Might come back to this at some point
Things to check
This map might be slightly underscaled at the moment so I will need to join the next playtest to check that.
My goal with this map
Weird and fun 5cp, with a "two-layered" second point
Other things
Thanks to the players who left valuable feedback. I'm really glad I had this tested on both EU and US, as I got good feedback "coverage".
Note: versions a11 and a12 were simply non-public backups before bigger changes.