cp_beckoned_visitor

CP cp_beckoned_visitor A1

I Darkstar X

L3: Member
Oct 19, 2017
115
10
cp_beckoned_visitor - You knew this was coming. You invited it in, after all.

(I/O Boss is currently disabled for testing purposes.)
(2/3 of points are finished, making it playable and valid for testing.)

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It's another one of my I/O bosses. BIG thanks to Pdan for helping me on the mapper discord to figure out how to get the boss to move like it does.
Some innovations compared to my other I/O bosses are as follows:
-ITS ALIVE!! ALIIIIIVE!!! (It moves.)
-Becomes invincible when no players are being attacked, to prevent cheesing. >:3
-Boss returns to the center of the arena when it has no players to shoot at.
-Boss rotates infinitely as it fights, so you have to aim.
-Building on that, the boss is only vulnerable to damage around its core, displayed by hazard-stripes, while undamageable areas are metal plating.
-Boss will "Slam" down to try and crush players as one of its attacks, causing it to be motionless on the ground. (Well, when the ground isn't drastically elevated.)
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The area leading form the Blu spawn to cp1 consists of tunnel systems, which is where red should make their first stronghold if their first defense around Blu spawn falls. The chokepoint between cp1 and cp2 is where Red should do their best to hold Blu back as long as possible.
 

Captain Cactus

L1: Registered
Oct 1, 2018
47
23
Here are a couple of things I've found. Note that I haven't gotten to actually play the map with real players, just with bots
cp_beckoned_visitor_pa10003.jpg

On the first point, this is the only high ground to defend from (Besides the point itself)
It's super far from the point, a sentry gun can just barely reach it.
cp_beckoned_visitor_pa10005.jpg

The damage fall off from this distance is also annoying, making defending here harder than it should be.
Not to mention that the point caps super fast, meaning that by the time you managed to kill the enemy the point would already be capped. The easy solution to this would be to just defend from the ground, but since the ground is so flat the fights become less fun.
cp_beckoned_visitor_pa10001.jpg

Same for the area outside of spawn, the ground is completely flat.
There's also no real reason to go to the structure in the corner.
There's a full health pack up there, but the resupply locker is just a little bit further away.
Red can't use that to defend either, it would only help them defend the entrance closest to it.
 

I Darkstar X

L3: Member
Oct 19, 2017
115
10
Here are a couple of things I've found. Note that I haven't gotten to actually play the map with real players, just with bots
cp_beckoned_visitor_pa10003.jpg

On the first point, this is the only high ground to defend from (Besides the point itself)
It's super far from the point, a sentry gun can just barely reach it.
cp_beckoned_visitor_pa10005.jpg

The damage fall off from this distance is also annoying, making defending here harder than it should be.
Not to mention that the point caps super fast, meaning that by the time you managed to kill the enemy the point would already be capped. The easy solution to this would be to just defend from the ground, but since the ground is so flat the fights become less fun.
cp_beckoned_visitor_pa10001.jpg

Same for the area outside of spawn, the ground is completely flat.
There's also no real reason to go to the structure in the corner.
There's a full health pack up there, but the resupply locker is just a little bit further away.
Red can't use that to defend either, it would only help them defend the entrance closest to it.

Thank you so very much for taking the time to give such a easily parsed comment! ^^ I shall respond to each of your points:

1 - I'm considering lowering that high ground and extending it out a bit. I am also considering adding another raised platform on the left wall between it and the point, perhaps connecting them together in a L-shape? That might alleviate this issue.

2 - The falloff issue I can alleviate with the additional platform that I described. I'll also definitely increase the capture time. I keep forgetting to do that. ;^^

3 - The area outside of blu spawn I realize is very empty. I'm thinking about adding a bunker, maybe one that's enterable, with a couple tank props spread around or, testers forbid, SANDBAGS! XD That might help populate that area and make it more defendable. The tunnels are definitely where Red is supposed to make their big first stand. Again, the operable word there being "supposed", it may not always work like that in practice.

I do want to ask what you though of the second area and all that. I hope the bots didn't BSOD within one second of taking a look at it and all of its moving parts. XD I want to thank you again for commenting, I really appreciate it. ^^