Stallberg

Stallberg rc3

Mostly smaller touch-ups and a rather big change for first.

CHANGELOG:
- Removed RED's first spawn in an effort to make first less difficult for BLU
- Added a window at first
- Adjusted overall respawntimes
- Added cover at the highground at last so players which leave spawn will no longer get eradicated by snipers
- A bunch of misc changes
In response to Cap 1 being awkwardly hard to cap, I have decided to expand the area a bit - making the cap area less cramped and hopefully more accessible for BLU.

As far as the rest goes, I am personally happy enough with the map (if the cap 1 shit goes right) that I am heavily considering starting to detail it a bit and entering beta. If my opinion will change on this, we will see.

CHANGELOG:
- Made the Cap 1 building larger and expanded the ceiling a bit so it isn't as cramped
- as a result, the small hill before it was removed
- - this change might introduce a few toxic sightlines, unsure about them
- replaced the diaper skybox with a semi-proper skybox which should hopefully significantly boost performance
- added another door at cap 2 which leads to the flank, hopefully making more BLU players take it into consideration
- Ditched trying to make the doors properly work after a spawn changes and instead decided to just teleport players.
To make Last both more interesting and better to conquer as BLU - they now have an underground area similar to foundry to access and flank essentially straight to the end of the cart's track! This is a pretty significant change to Last which will hopefully improve it massively.

Outside of this, a few sightlines were fixed and a lot of cover was added to the cliffs to prevent Pyros from going as mental as they did.

I am very confident that this change will make Last interesting and more doable for BLU, while RED now has 2 layers to defend rather one plain, boring area.
CHANGELOG:
- slowed down crane a bit to better reflect how much BLU has to wait for it to be finished
- added a small water area after the first cap as a visual indicator that the Payload will move slightly slower there to give RED more time on second to setup
- misc fixes
CHANGELOG:
- Previously one-way door is now two ways; all the time. This means BLU can flank the first building from behind now alongside of meaning BLU can't get sandviched as badly as before from RED moving in.
- There is now another opening to enter the building - you need to jump up there, though!
- Introducing the world's shittiest placeholder crane to allow RED to further setup on 3rd before BLU attacks properly with the payload.
- adjusted respawn times
While I am quite happy that the map seems to be shaping up quite nicely into something I'd personally say resembles a map, this update progresses the squishing of annoying sightlines and the issue that Last is too hard for BLU to push through.

CHANGELOG(given the changes can actually be counted this time)
- Cap 3 highground has been moved forward an inch so Engineers and Heavies on the highground can now more effectively deal with the lowground attackers.
- Lowground on Cap 2 now has a tunnel to the flank to more effectively allow the flank area to be used by both attackers and defenders
- Building that lead to the flank area is now stretched out a bit to avoid a yucky sightline.
- Last was given the following changes:
-- Widened rocks
-- two pillars are now available which are there to block sniper sightlines. They are placed in the rocks, so this shouldnt matter for lowground combat.
-- Widened the cliff area.
-- Added a new building that allows BLU to now take more notice of the flank alongside of giving BLU snipers/etc quite a decent sight of the point ahead of them.
-- Widened the window in the (from red's perspective) left building to allow BLU to further capitalize on the position.

Hopefully, the Last point is now a whole lot easier for BLU to take down while still, obviously, remaining a Last point!
While the map appears to be shaping up quite decently, a trend has been BLU ignoring a few vital flanks and RED ignoring the highground on B. A few arrows and misc changes have been made to encourage the usage of these key points so BLU is actually aware that they have flanks on points.

Outside of that, several sniper-sightlines have been dealt with, but I'd appreciate if it any other nasty ones which I am sure there are still some of also get noted in future playtests.

Oh, and we finally have screenshots... which will probably be outdated very soon. Well; better than nothing!

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This update mostly focuses on getting rid of a lot of awful sightlines.
Doing so I added some cover and made a decent chunk of open areas now have what looks like a "speedbump" - a small hill. If this hinders the gameplay flow, feels awkward etc. there are other solutions to be found, but that's for the testing to show. I've also made slight adjustments to the third point, getting rid of a flank to experiment a bit.

Apart from this I've also done misc changes such as adjusting respawn times and/or fixing the very open skybox and adding doorframes to *important* doors so players notice them.
- Entirely remade the Last area to actually be a last area and not something I came up with at 2am
- expanded several areas in the map to make it feel a lot less narrow
- remade highground second point + added an extra flank
- added extra flank for the third point + remade the highground building there aswell

Overall the map should feel a lot less narrow (hopefully not oversized) and RED should have a lot more highground areas to take, making the map feel more fluid.
Alright.
After a lot of thinking and the last two imps, I have decided that the current version of fraud simply doesnt have the oomph I am looking for in a map. Instead of trying to work around the turd, I decided to replace the turd with another turd that has a few structures of the first one.

Question is if this new one is any better.

I actually worked on this for the last 9 hours straight... I'm pretty hungry.

Either way, here is hoping. My current top 1 worry is mostly that the map is slightly oversized in a few areas/too long, but we'll see about that soon enough!