Silo-C

silo_c b4a

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Right! I had a look around at the latest version and have to say that I'm very impressed with the changes. In general it feels like it flows a lot better, and there are no confusing doors! There's a few things I'll point out which you should see to later, but first let me run through the changes.

Stage 1 I feels very good now, not sure how defendable that first point is now that blu will be able to easily find their way to it and not go straight past :p That's something you can easily alter though, and we don't want it too hard for the very first point. I'm glad you removed the forward spawn, and the last point feels better for sure. I'm not entirely sure you need that vent system, as it takes you quite directly to the closest route near the point; I feel you already have sufficient routes to the point.

Stage 2 - the living quarters! I have to say, at first I was a bit confused; it still had the same feel to it.. yet it was different. It took me a while, and a go of running the previous version to actually see the subtle change you made! Definitely an improvement.I notice you kept the little dead-end room, but I'll let it slide since it's just something I don't generally like. I like the fuel room layout changes, they seem to work pretty well, and the engineering bay feels a lot more spacious and less confusing.

Stage 3, I don't think there was much to say last time, other than the security booth windows, which you have changed <3

The only bad thing I'll have to say really is that I don't know how defendable the points will be. That's something you need actual playtests for, something I can't really predict. In terms of the layout, it's a lot nicer now, and the barrage of signs is gone too :D

So, it's now at a point where comments are going to be more detail based!
At least from me anyway \o/



This ladder sticking out was a bit annoying, could you please smoothly clip it off or something? Or if you get rid of the vents then that works too ;D But yeah, it got in the way a bit.



These fences didn't really look quite right, I think maybe they looked a bit too 2D or something. For that material.. I don't know.



You still didn't fix this ):



The wall on the right doesn't change texture after the pillar, whereas it does on the left (as I feel it should).



Something to check out!


Overall, nicely done with the changes - thumbs up to you.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
Haven't been keeping up with the latest updates on this map, but I just had a run-through of the latest version, and wow... you guys have done a huge overhaul. You reduced the convoluted gameplay into a simplified, intuitive layout. The map is literally half the size it used to be! I'm sure it wasn't easy taking out all that stuff, but it was needed, and the layout feels great now.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Oh one other thing I needed to mention - stage 3 you have those breakable windows through to all those upper rooms. There's one room that you can't get through the door, but the window you can, and it's a horribly dark room (for somewhere that is accessible). Even if it's something you have to break the window and shimmy across to, it's still somewhere that you can go, and so I would say needs proper lighting. That, or make the glass not break.. but then it doesn't fit in with your other breakable glass.
 

brick

L3: Member
Apr 12, 2008
103
13
Haven't been keeping up with the latest updates on this map, but I just had a run-through of the latest version, and wow... you guys have done a huge overhaul. You reduced the convoluted gameplay into a simplified, intuitive layout. The map is literally half the size it used to be! I'm sure it wasn't easy taking out all that stuff, but it was needed, and the layout feels great now.

Damn bob I havent seen you in a while. Thanks for saying that. That is where most of our development time went to with redesigning the layout.
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
Dev Update: Beta 4 Feedback and Minor Release B4A

Hey all, time to list some general feedback gathered after observing several plays of the map on different servers.

Overall Feedback:
* Vast improvement from Beta 3.
* Layout far easier to understand/ learn. But still some areas need polishing.
* Engineering is tough to cap, Control Room almost impossible.

Spawn Time Issues: It has been observed that several servers are changing the minimum team spawn times to much lower times then what is set by the map. This is making a big impact within Engineering and Control Room. For instance, the following happens:

Control Room Minimum Respawn Times:
Map Values: Blue – 5 secs. Red – 8 secs.
Server Values: Blue – 3 secs. Red – 5 secs. Another server had both
teams at 2 secs!

This is making those areas very hard to cap. Best solution is to change some cap times and layouts since servers are independent. Also since most of the map seems to work alright with lower spawn times, some respawn times will be decreased slightly.


Minor Release: Beta 4A (b4a)
It has been decided to do a new release of Beta 4. This entails making
areas more balanced and fixing some issues.

Round 1:

sh_glass.jpg


Glass was added between the two floors so players on the lower floor will noticed the big rotating CP sign above.

sh_back.jpg


On the upper floor, the back window was removed. This opens up the upper level more which decreases the strength of the defensive camping position around the CP.


Round 2:
Fuel:
Many found it annoying while running towards Engineering to run up and over the Fuel tanks within Fuel. This caused the routes from Fuel to Engineering to be hardly used. The old mid level hallway is back. This connects the mid level Engineering entrance to the other side of Fuel.

fuel_hall.jpg


This hallway will be gated off until Engineering is capable. At the far end of the hallway near Engineering, sits a one way gate, similar to gates found in Dustbowl. This new hallway will be a very useful route for blue to utilize.

Engineering:
Players can no longer
* build on the staircases
* shoot through the staircase slits

The full ammo pack has been removed on the bottom floor. Red engineers built up on the lowest floor far too fast for blue to counter.

Capture time has been decreased by 3 seconds.


Round 3:
In most plays of the map, the game stagnates here. But hey this is the last point; it is supposed to be the hardest challenge. But to help balance out this area, the capture time has been decreased by 3 seconds.

cr_spawn.jpg


This red respawn room has been rebuilt to be made larger and moved slightly farther away from the CP. It is now the same distance from the CP as the other respawn room.

Blue spawn has had a slight change, ramps have been added in the front (where the pyro suits in the tanks are).

A very faint light was added in the dark office to make the room slightly brighter.
 

brick

L3: Member
Apr 12, 2008
103
13
New version out, B4a!

B4a changelong:

Round 1:
* Removed back window of Security Hub top level.
* Respawn times after capping DL have been reduced by one second
* Added crates at the open ledge overlooking SH area to provide a flat
surface for sentries
* Moved forklift outside the vent room exit. Moved the full
health/ammo towards exit


Round 2:
* Decreased starting respawn times for both teams by 2 secs
* Respawn times during Engineering cap decreased by 1 sec for both teams
* Cap time for Engineering decreased by 3 seconds
* Nobuilds added on stairs in engineering
* Can no longer shoot through stairs in engineering
* Full ammo pack removed on bottom level of engineering
* Mid level hallway in Fuel added to provide quickpath to engineering
once area is capable


Round 3:
* Added new ramps in blu spawn
* Added small health on second level of silo
* Decreased cap time by 3 secs
* Rebuilt red respawn room with security camera terminal
* Faint light added in dark office