Water Path

Water Path a7

Biggest changes include:
- Removed sewer path into river.
- Cliff path above river has been replaced with a large room with a drop down into river. Added a medium med/ammo kit here as well.
- Increased the side of the balcony over looking the point.
- Added another path to get onto the balcony.
- Added a path from the cliff medkit up into the base.
- Improved lighting especially on the blue side where there were some darker corners.

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Noteable changes
- The warehouse next to the point has been redesigned. I didn't receive any feedback on this specific area but it was obvious that this area needed to be redesigned, it just felt off. It was definitely overscaled.
  • Generally flattened out the interior area and the height differences so there are instead multiple smaller ramps.
  • Divided the warehouse into 2 rooms instead of 1 large room.
  • Shortened the path the flank room. Instead of going up stairs and around a few corners just to go back down stairs, there is a flat path from the medkit area in the warehouse.
  • Added a stairway that goes up to a small balcony overlooking the point.
- The mid area has been expanded with a "side path" added to the capture point.
  • This should make it easier for teams that are pushing the point while not providing much of an added benefit for defending teams.
- A balcony was added above the exit to warehouse overlooking the point. The balcony should only add a minor upperhand for both the offending and defending team as it is in clear sight from the point.
- More signs to the point have been added.
- Improved lighting in some of the outdoor areas.
- Moved player spawns closer to the exits
- Removed beam that was in the middle of the entrance to the point as players found them to be frustrating.

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Mid was clearly too cramped after my changes in the last update.

Noteablechanges include:
- Clipped off roof of center.
- Blocked off the upper windows and one of the lower windows on each side.
- Removed scaffolding from last update that allowed players to get on the roof.
- Pushed out mid a little bit.
- Removed a path and instead replaced it with a dead end containing a med/ammo kit
- Removed some of the barriers blocking dropping from the 2nd level to the river.


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Hopefully this will focus the gameplay to the center a little more. Many of the paths were simplified.

Changes the center:
- Players can no longer bomb from the roof onto the point.
- Drop from roof was converted into a room.
- Added scaffolding so all classes can get on the roof.
- Path from the water underneath the water has been closed off.
- Removed most of the path that goes from the point to the spawn area.
- Added path from each side to the point to hopefully clarify team sides a little more
- Resulted in a larger play space in the water area itself.
- Blocked off ramp that lead from the river to the warehouse

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- Blocked off the cliff that is on the opposing team's side
- Added medium Health and Ammo kits

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- Reduced the side of the warehouse
- Updated medium ammo kit to be a full kit

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- Updated transition from spawn to hopefully make this the main path and reduce the unneeded complexity.

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Implemented changes based on feedback from a2 playtest. I appreciate all the comments! Hopefully mid feels a little less chaotic this time around. This was a quick update so not 100% on certain sightlines and not all feedback was taken into account for a3 but will in the future.

Ultimately this should make the map a little more of a pitched battle and hopefully reduce some of the angles players will be coming from. The areas directly above the river feel a bit naked at the moment so I hope I can fill them in, in the future, with meaningful gameplay features instead of prop spam.

Changes:
- Closed off upper platforms near the point. There is still a sightline from the interior of each times side to the roof so that snipers have a sightline to the enemy's side of the roof.
- Rotated the direction that players are facing when spawning so they are guided towards the high ground.
- Closed off many sight lines cause from the lower transition from the spawn area to the middle.
- Added an ammo kit near the point on each side.
- Removed the bridge that goes over the river. It is still possible to reach the other side through well-executed jumps over the rocks.
- Removed one of the ramps in the middle that lead from the mid-level to the point.
- Split the windows on the point from one in the center to two on the flanks.

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Some adjustments to the area between the point and the spawn.

Before:
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After:
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Minor changes to the interior warehouse.
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Changes to the ledge overlooking the point.
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Changes to the spawn are itself.
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