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.)
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