Ersatz

CP Ersatz a54_2

Asd417

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Mar 20, 2016
1,451
1,031
Had a thought

the portal stairs seems like they are only being used as the connector for people who just capped C but no one else. The reason why this happens is because blue is mostly set up in the window room, and entrance to C, while present, is most of the times out of the scope for blue. This means blue is basically playing without the biggest incentive for capping C. There is a 'hidden' incentive of longer respawn timer for red but the structural problem still remains and it's that blue will limit themselves into using 2.5 routes instead of recommended 3.

The purpose of the portal stairs even as it is, is pretty solid I believe; it lets the players flow more naturally. But blue still needs 3 routes. A solution I see here is to add an additional route; a route that is easily accessible from the window room.

Just as I am writing this, I got an idea. How about instead of it being a full route, it's a highground that oversees the quadrant that the window room is connected to? This could help solve the issue of D being very chokey. I do need to be aware of the possibility of that route acting as the old A-D connector that leads straight to spawn.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
a51
Reduced red respawntimer to 7 seconds for point D
Reduced blue respawntimer to 3 seconds for point D
The balcony flank to point D is now accessed from red's last spawn instead of blue's C-D connector
Widened the entrance to C
Added window to blue spawn
Moved the rocket on point D up to allow grenade throw from red side to blue side
Moved red's health and ammo at C to below the C-D staircase to eliminate the annoying stalemate that happens right after capping C
Increased health and ammo at point D near C-D staircase from small to full
Increased health and ammo at point D near red spawn from small to medium

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