previously, routing was rather sprawling, separating blue into 3 separated routes and splitting the team, leading to some routes being left abandoned, and used by red instead
the one-way gate route and main payload route have been merged, blue players can still access the one-way from spawn, but have access to a rotate route between main and the gate, a doorway has also been removed to simplify the area even more.
i hope this routing change encourages blue players to access the far away high-ground flank, and splits teams less
added chicken-wire wall to cubby room on last, to let attacking players see reds inside it
blocked roof sight-line on B
- the solution I've implemented I'm not happy with, but we'll see what happens
closed off a doorway for Red on B once A is captured
- also removed the window seeing into that route
added a FUCKING FORWARD SPAWN for blue once B is captured
- i put off making this change for as long as i did because i wanted to keep the central bridge shortcut gimmick running for as long as possible, but there were simply too many points of failure, the new forward spawn now cuts travel time short by one bridge section, i hope this will work as intended
added new shortcut and signage for Red to C
- this shortcut will close when C is capped
added new route to oneway door to funnel players and hopefully teach them that its there better
fixed/adjusted sight-lines on D
- also fixed a crack-shot on A
minor changes to B
currently wanting to retest it more, as previous tests have felt better than before, need to keep looking at painpoints.
i have some new design ideas in mind, ive made two seperate experimental versions of the map to test drastic changes to the area, not too confident in either right now. so i will keep trying.
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