Spillway

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
-Map is probably too large
-That one forward spawn that opens onto stairs and makes you go the wrong way should be moved and face the proper direction
-Battle stalemates at last
-Last is really huge and open
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
No stink I know what you're saying and I want to remedy it, but I'm trying to decide if I need to fix the geometry now to reflect the image I have in my head or if it will all fix itself in detailing (which, btw, I'm a nub at so we'll see...)

Nine I don't know, the walk times are very similar to maps like Granary, and I just don't know how to fix it. One thought I had was to completely remove yard and connect 2nd directly to mid. That would remove a good 3-5 seconds of walk time and increase the pace of the gameplay quite a lot. I will also, of course, do something at last, although I'm not sure what. I need some sort of spytech elements that will help me change the geometry and break up the space, without losing the theme. Anyone want to volunteer some paintovers or overheads with propositions?

And about the spawn that is confusing people, I don't see why people would make that mistake twice. I'll put dynamic signs so that they physically can't go the wrong way, but you have to agree that that's pretty much the only place for that spawn to go.
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
Fox, you could set the spawn room a bit further back into the wall and rotate it's entrance s o it's facing the tunnel exit to the mid point. Player's tend to take the first route they see. They're suckers for it.
 
Sep 1, 2009
573
323
I like how the map plays but i feel the last captime is just too quick
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Actually Godslayer I reduced the cap time at last quite a bit in this version because it was a major problem before. It was 3s in a15, and people often stalemated because they couldn't hang onto the point long enough.

With a CP like this, elevated with no back wall to splash damage onto, it's much harder than, say, Badlands, to kill the people capping. So usually what would happen is the attack and defense would sort of jump on and off the CP trying to stay alive. In a15, with 3s cap times the defenders almost always won because of their quicker reinforcements. In a16 I think it's almost balanced, with 1.5s cap times, but maybe I'll try 2s in a17.

But Stink I'm afraid that they'll still see both exits at the same time. I don't think simply rotating the room will help orient people, it's very similar to the issue with Yukon's 2nd fwd spawn where people, for the first 10 times they spawn there, always go the wrong way for no reason. I don't quite know what to do other than put a sign there in a17.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I will remark that I once ran the complete wrong way, instead of heading to their final I somehow went to our own out of spawn 3.

I'm very good with directions so I don't know what I did or how it happened, but it happened.

Perhaps a fault in the map? Or I was just being an idiot?

Otherwise I haven't played enough to give a nice dissection of it.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I wouldn't call anyone who makes a mistake and goes the wrong way an idiot, but at the same time there's a reasonable assumption that you won't make that mistake again. I will try to find better places for the forward spawns, but I don't think there's too much I can do without changing geometry, which I may do anyway.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Well, if someone just needs to know go left or right, Im assuming they should be able to follow the sign if it was placed correctly. If that didnt fix the problem, then more layout changes a go-go, I suppose. Tired of all the alphas Fox? :p
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Well, if someone just needs to know go left or right, Im assuming they should be able to follow the sign if it was placed correctly. If that didnt fix the problem, then more layout changes a go-go, I suppose. Tired of all the alphas Fox? :p

The problem is that there's really nowhere to put the sign.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I'm thinking more along the lines of serious layout revision, in the form of removing yard completely. Doing that would make the walk time from the current 2nd fwd spawn shorter, so I could move it back to somewhere in mid. Probably coming from one of the walls down in the water of mid.

Thoughts?
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'm thinking more along the lines of serious layout revision, in the form of removing yard completely. Doing that would make the walk time from the current 2nd fwd spawn shorter, so I could move it back to somewhere in mid. Probably coming from one of the walls down in the water of mid.

Thoughts?

Sounds like a good idea. I thought the most clear demonstration of spillway's overly large design was how the forward spawns were far up rather than at mid, as is standard for 5cp. I'd look at official maps and try and scale the spaces between and around capture points better.

Right now you have a huge amount of space between last and 2nd, too much between 2nd and mid, while 2nd is a cramped hole, last is huge, and mid is probably a bit too open.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I've got a pretty solid plan in my head now, as far dealing with the distances between points. But what about the immediate areas around each point? I know second got a lot of negative general comments, but what's really making you guys dislike it?
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Proper map layout is smaller routes connecting larger areas surrounding capture points, not large routes going to a small, spammy, walled in point.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Does anyone feel that the changes made in a16 helped? Specifically the changes to mid and last, 2nd is probably going to get remade since nine thinks it's awful. :S
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I know this is going to sound wrong but I didn't feel very encouraged by the response to a16, and although I would very much like to finish this and have it, even for just myself, this year of school is insane and I just haven't had time. If anyone has very specific things they want to discuss for the next layout revision that would be great, although that version will not be until over Xmas break, most likely :S