luckything

PL luckything a15b

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
  • Inside of A, a piece of cover was removed for sentries to get some more visibility
  • Changed the door to B flank from blu to be larger, and simplified B flank route.
  • A window has been added next to this door in place of some small brushwork
  • Replaced crates with a (floating, I know...) security hut
  • Added an upper level to sniper deck area of B, accessible through the flank.
  • Skybox and blockbullet separators have been put between a lot of buildings to stop spam over the top.
  • Some pickups have changed slightly.. I think
  • custom soundscapes should be back in. I don't think they were included last version.

Read the rest of this update entry...
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
  • fixed an un-walkable displacement
  • pretty sure I changed another ammo pack but I can't remember now
  • added window to the B flank upper entrance, to try and make it more visible, and to give some info on what's sitting up there.
  • also added some lighting since it was too dark
  • fixed the ramp going up having some jank vertices
  • added lights around the blu entrance to B. hopefully this entrance is visible enough now, and an advantageous area can be seen connected to it so that people use it more
  • removed most of the fencing that was added in beginning of this version, leaving only one part to keep the sightline blocked. I am not against removing it entirely (so back to a10), but I'd at least like to see how it plays out
  • added a small bit of detail and textures
  • fixed a barrel prop fade distance
  • slowed the rising ramp to try and help prevent people getting stuck in it

Read the rest of this update entry...
 
Last edited:

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Some pickups changed around C (bumped up health kit, and added a new medium ammo inside house)
a displacement fixed
Restricted an unintended sightline at C
by popular demand, added some pink to blu's spawn

This will definitely be the last one for a11. Definitely.

Read the rest of this update entry...
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
  • changed blu spawn doors' width
  • added small health kit on left flank @ A
  • added a barrel for a slight bit of cover on sentry in first area
  • added one-way door on left flank @ A
  • narrowed an entrance to A
  • cubby added on RHS of A->B
  • C - routes are similar but changed geo around point, and made flank a bit less wide. blu should not be able to walk over C so easily
  • D - changed the tunnel route for BLU to be less advantageous and exit sooner
  • changed right side defensive positions available to RED @ D so that they are more defensible (mostly because tunnel doesn't exit to them now)
  • made blu's right flank @ D to be a dropdown, and a propjump up for red
  • made a lot of brushes in to actual displacements rather than fake ones
  • added a gremlin

Read the rest of this update entry...
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
  • fixed pitch of shadows (hopefully?)
  • changed highground on RHS coming out of A
  • lowered a window
  • fixed some nodraw
  • added a bit more lighting in @ D flank
  • changed a ramp up @ B flank
  • changed A->B connectors to be more focused together so red does not have such an easy time flanking

Read the rest of this update entry...
 
Last edited:

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
This update mainly focused on trying to make D a bit more fun again, while keeping it defensible.

  • moved blu's left flank entrance @ A to be closer to the others, allow for easier rotation, and for red to be able to have a bit more control over it
  • moved an exit @ B so that it's more difficult to jump on to the rocks
  • changed some lighting
  • change fade distance on some barrels
  • opened up blu's left flank @ C
  • moved the C alternate exit
  • added a door to the surf room which unlocks on C cap, to help keep red's focus on the point during C
  • added a one-way door @ D where previously was a dropdown
  • added a route down to the lowground that doesn't need blu to cross sniper sightline, and gives red another way to pressure blu now that there's a one-way door
  • widended lowground route and flattened slope a bit
  • the ramp up for the platform route has been put back in on blu's right hand side

Read the rest of this update entry...
 
Last edited:

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
A:
  • fixed clipping on cliff top where you were able to stand on top of it
B:
  • removed entrance to flank at red's spawn area. the inside area remains, still not sure how much I will get rid of, but it's fine there for now.
  • expanded the room from A->B a bit
D:
  • removed one-way door
  • extended area in blu's holding place, but moved the access ramp to it
  • fixed a missing wall

changed some lighting and added a small health pack somewhere

Read the rest of this update entry...
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
I haven't played much of this map, so I don't quite know the full history of changes or how this map tends to play on average. However, I'm a bit skeptical of the connecting tissue between B and C. Two things:

First, typically the first bit of payload track after a point is sort of dead space that's easy for blue to roll through so that red has time and space to prepare a new defense further down the track. I think it is also typically easy to push by design in a lot of maps because there is a desire to not let red retake that ground after blue has already captured it. Having a large hill in this space seems like red could retake that ground easily and it might lead to weird pacing.

I think we had a match today with weird pacing, as we got held at this area and people in the test said that this typically doesn't happen. I may have caused that odd pacing because I edged the cart cap at B while red was still defending, so they had a more gradual fallback rather than the typical full wipe that would make them have to start rebuilding defenses further back. Couldn't say for sure.

Second, blue only has two ways to the top of this hill - the cart path (plus its supplementary flank that offers a small advantage for pushing), and a spiral staircase hellzone. I think the general idea of this area, where blue has a flank to help them clear out the top of the hill before they can push, but the spiral staircase itself can be a nightmare to push, and the positioning you get as a blue player for taking the route... sucks. You're too far away from most enemies to do much, but also easily seen / sniped, and you can't charge forward into anywhere remotely safe. There's also no health / ammo to fall back on nearby, so without a medic, you're stuck giving up the entire flank to restock if you get hurt.

I think the solution to both of these is to make the hill shorter. This would make the push overall less difficult, and also make it easier for you to design a flank route without that spiral staircase. I would also recommend making the flank give blue a height advantage over the next area in the form of a ledge / dropdown of sorts so that red is limited on who can check the flank.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
--feedback--

Thanks for the feedback - it's happened maybe only once before? But that doesn't mean I shouldn't address it. I really would like to keep the hill since it's one of the few remaining features of a1, what I will probably try is flipping it so it's downhill instead. This would then allow me to significantly reduce a sightline coming out of the blu spawn.

I do want blue to have an advantage out of the flank, but I am not keen on cutting it off from red.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Major changes to D
  • a->b has some slight changes on the right flank
  • simplified B's flank room a bit.. forgot to make stairs more visible (will do so in next version)
  • b->c now goes downhill rather than uphill.
  • changed the right flank from b->c slightly and gave a bit of cover from snipers
  • d has had an overhaul

Read the rest of this update entry...
 
Last edited: