Whiteyard

Whiteyard a6

So... it's been a while, and Whiteyard has been stuck in cybernetic hibernation for quite a while. But now it's back, and hopefully better than ever.

Major Design Decisions:
Point D was not that fun to play. It worked, but each element was limited, and limited players options to narrow confines. To fix this, I've rebuilt most of the point geometry, but kept the basic layout. The main feature of the new point D is a giant wharf crane, a terrifying bit of height advantage that both attackers and defenders will have to control.

C was too complex, and disconnected from the rest of the map. I've opened it up to the B->C passage, and added a low ground flank from the backyard to low C. This will better integrate the slope, backyard, and catwalks.

The main feature of the new point C is a defensive platform, 96 units above the main path, but 96 units below the Attackers high ground. The Defenders will need to balance the safety of higher ground, and the better position of this forward platform.

My main worry right now is that their isn't really a low ground aspect to point D. A low ground flank will be added if defending is too strong, or attacking is too boring.

Loose Changelog:
+ Rebuilt point D.
+ Simplified and opened geometry around point C.
+ Added low flank from C->D yard and low C.
+ Added better forward holding positions for point C.
+ Added window overlooking C->D main.
+/- Misc (minor detailing, texturing, lighting, and small geometry changes, etc.)

Attachments

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Major Design Decisions:
Overall a very small update. I suspect that I've reached a rough layout that I'm happy with. I'll continue to refine it as I receive playtesting and feedback.

Loose Changelog:
+ Blocked off one of blues entrances to point D.
+/- Misc (minor detailing, texture, lighting, and geometry changes, etc.)
Major Design Decisions:
Do to recent feedback I've added more guiding signs to promote map flow and learning.

I've also fixed a nasty bug that disabled red's spawn after point B was capped.

Loose Changelog:
+ Added a lot more signs, especially to spawn areas.
+ Fixed red spawn and resupply cabinet bug.
+ Added more defensive cover to point B and C.
+ Added a locked door texture that closes the forward red spawn door after point B is capped.
+/- Misc (minor detailing, texture, lighting, and geometry changes, etc.)
Major Design Decisions:
I've decided to extend the middle B courtyard and add more cover to compensate. This covers up the old underground passage, which I've moved to be along the cliff side. The B chokepoint should be more open now as well.

I've also redesign the B to C connect as I've never been particularly happy with it. I think the new design will play much better. In addition to this I've added a second forward spawn for blue. This should help the tension and fun of the final point.

I've also added more displacements around the map where appropriate. Overall I'm feeling quite positive with this layout so far. I'm looking forward to testing it out.

Loose Changelog:
+ Added an open building in the B courtyard and some terrain.
+ Added a pathway behind the B building.
+ Added a flank to the A to B chokepoint.
+ Redesigned the B to C connector.
+ Added a second forward spawn for blue after point C.
+/- Misc (Pickup, texture, and geometry changes, etc.)

Attachments

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Major Design Decisions:
Point A was rather good. I've left it the same.
Point B felt pretty linear but I think it has potential. I've moved the first ramp across the main yard. This should provide a more open playing space for more creative play. Reds height advantage may be too great for this though, we'll see.
Point C was plain boring, basically a roll that lead into a massive choke. The point has been greatly expanded to promote interesting defense and flanking.
Point D was awful. A plain box and pit with some height advantage for red. I'm not surprised since I've never been strong at final points. I've completely remade Point D and it's entrances to what I think is a far strong play space (although that isn't saying much).
Overall I'm hoping this will close to the last major blockout version. Meaning that I can focus on medium focus design instead of broad design.

Loose Changelog:
+ Added a bend in the connector between A and B.
+ Moved the first B ramp away from the red side and opened up the battle space.
+ Shifted red B entrance slightly.
+ Expanded the area behind point C.
- Removed old D point and C to D connectors.
+ Added new, less chokey C to D connectors.
+ Created new final point.
+/- Misc (Pickup, texture, and geometry changes, etc.)

Attachments

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