Art Pass Time.
Not a lot of actual layout changes. The TL
R: is that I have encased spawn inside a minecraft cave, added some planks from the defensive highground to the offensive top rope and removed point scaling. I've also removed the "top blocker" from mid for various reasons.
CHANGELOG B1:
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Art Pass! Skybox, Textures, Geo, Spectator cameras, the whole package.
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Point scaling has been removed. The fundamental basis of my reasoning for keeping it was flawed: In Pubs, there will *almost never* be a situation where people will take less than 2 min to score 5 times in a row. In that case, it's a stomp. The goals granting 2 points each by default decreases round length already to a nice average of 7-8 min.
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Round Time has been decreased from 15 Minutes to 10 Minutes. Nuff said. With the changes made rounds already end before hitting the 10 min mark, this is more of a faillsafe to ensure that rounds end - at most - after 10 minutes.
- There are now planks leading from the defensive highground to the offensive top rope. This both allows attackers and defenders easier access to that particularly vital gameplay spot.
- Added a small platform over the puddle to grant players more wiggle room when pushing in.
- Encased spawn in a minecraft cave. This prevents the ugly spawncamping situation and also generally makes the spawn area much safer from particularly toxic sightlines when players are jumping real high. Also helps with optimization. The minecraft cavefication has also led to some routing changes to the spawn area.
- Adjusted floor height in goal area.
- Healthpacks in the buildings at mid are now small instead of medium. Mid should be an area that is controlled by the JACK owning team, with the JACK's increased healing sustaining them there for longer.
- Updated MOTD Image to account for the new changes.
- The JACK now gets aggressively thrown out of a window when it spawns. I wonder what's going on in there.
- An explosion sound effect now plays when players score in the Run-In and Throw-In goals, granting it more "oomph".
- Made it easier to escape the kiddie puddle.
- Ever so slightly expanded mid horizontally to grant more space to fight in.
- After scoring, the losing team will now spawn in their top spawn for 10 seconds after scoring, instead of instantly switching to the bottom spawn.
- A ton of other changes which I forgot about, probably.
I'm planning to wrap this map up soonish since it's been on my mind a lot and I also intended to release all the funky logic the map is using to improve PASS Time as a Prefab pack for people to use.
There are probably a few rough edges both in gameplay and visual that I've missed, and I am especially interested in performance. Since the map is so open, it's been a real pain trying to optimize it. Let's hope it worked.
I will update the OP with new screenshots of the map shortly after this update.