pl_rose

PL pl_rose b2

PigPig

Entitled Elitist
Apr 27, 2015
104
154
Fixed all payload points giving crazy time
Lowered red spawn time on 2nd and 3rd
After 1st,2nd and 3rd are capped. Red team is forced to respawn.
Heavy reworks to all points:
1st has been given more height for defenders, and more cover overall.
2nd has been given more cover for forward holding and a better backline for retreat.
3rd has been remade.
Last has been remade.

thoughts: Last is too open, testing anyway for i'm trying to get a good gauge of what areas are too large or too small for 24 players.

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Pulled in combat post 1st
Players in 1st red spawn are teleported to 2nd red spawn after 1st is capped
Killed strong sniper sightlines on 2nd
Adjusted ammo/health on 2nd
Adjusted left 3rd to pull in combat

Remade most of last:
Added toxic and sneaky (red left side)
Adjusted cow observatory
(oh my goodness its basically borno now!11!1)
Made sentry sightlines much more powerful

Removed jumppads
Added cubemaps

minor visual changes to do with area portals.

Things I am looking at:
(from blu side) right 1st can be aggressed too easily by reds after 1st is capped,
made a change to counter this without becoming too obstructive. I want to see if it works or not.

2nd late hold

3rd early hold
3rd transitioning into blue hands

last blue positioning
last red positioning

Goal on last: Don't make sentries too hot or too cold.
needs to be juuuust right.
Allow quick rotations from both sides to collapse back onto the cart
Avoid making blue unable to commit without uber.

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
If a3 and a4 had a baby: it would be a5.
(Took all the good elements of a3 and plastered them onto a horribly abused a4)

1st point:
Moved 3rd choke rout to lower main
Added back 'A door quickpass', added signage for newer players to easily understand its usefulness
Recreated the entire 1st point to add more forward hold defense.
(I AM WORRIED THAT THE FORWARD HOLD IS TOO CLOSE. Testing my gauges.)
Fully Reworked post 1st to hopefully favor blue
(Previously it was too easy for red to enter from lower left and just pick off blue)

2nd point:
Reduced cart track into 2nd
Reconstructed left and right routs for blue

(thank you Tiftid for this feedback)
Added signage for red not to corner themselves
Slam dunked previous god sniper spot straight into the garbage
HA-HA!!!!!

3rd point:

Fixed awkward stair clip
Fixed z-Fighting stairs

Last point:
Added cart elevator delaying blue team from speeding in and wiping red
Removed cow observatory rout

Holy shit this update was more painful than it had to be.

Might see a5a incase we missed anything small here soon.


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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Moved 1st point forward
Grate in 1st barn
added 2 exits to every spawn
(besides red 2nd)
Added more arrows to funnel players
Expanded windows on 2nd to watch flank players
locked last shutter door

Small clips all over
Small tweaks all over

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Work on last and stuff...

1st point:
Moved 1st point back to a5 pos
Moved mediums around so deep flanking players post 2nd bleed out easily and post 1st forward hold is discouraged

2nd point:
Added windows that open post b capture allowing blue to gain access to the left room easily
(Might make these windows open at all times)

3rd point:
Moved cover all around
Made arch room super super wide (Like super super super wide)
Cut sniper sightlines, forcing sniper to have to rotate for kills

Last:
Adjusted cover on left and pathing on left
Removed blue speedy rout to player spawn

Expectations from this version:
3rd archroom lobby area is too large
Blue has too many options into c and b
c needs to be more cramped
b back line is awkward because of the watertower and the pathing near it,
forcing players to commit hard or sit in the backline.
last is too large!! omg my sentry should farm players in a cramped killbox all the time!!11

>>Will focus on all these spaces when re-watching demos.

It is very annoying how a lot of red teams play, making these findings quite difficult. 6+ red players w-keying and and getting cleaned up allowing blue to push in over and over again tells me nothing about if a hold is actually viable. Perhaps playing red team is too stagnant and the players get bored.

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
We're back!

1st point:
Adjusted hedge clipping
Adjusted health/ammo
Adjusted post 1st bullet blocking all over
Closed grenade gobble spots
Moved red spawn further back

2nd point:
Remade apartments spiral staircase room
(Not 100% on this, but it is an improvement none the less)
Adjusted flank cover
Adjusted left pits cover / spotting
Hedge clipping
Adjusted health/ammo
Closed grenade gobble spots

3rd point:
Overhauled sniper sightlines in and out of 3rd
Sniper should require longer rotations to get good angles
(3rd is still a super sniper focused point we will see how it goes. "!FB SNIPERSIGHTLINES XDDD11!!")
Switched out old janky stairs in favor for displacements


Last:
Removed water
Adjusted health/ammo
Remade right route going into last
Remove cart stall
Removed blue forward spawn

Overall:
Mass bullet blocks
Total re-evaluation
And many many more slight tweaks I cant be bothered typing here.


Thoughts:
After placing the pieces on 3rd and last I believe its too much of a blowout.
Either blue capitalizes on the immediate destruction of red or they fail.
With the removal of blue forwards after 3rd is capped, blue really gets nothing in reward for capping 3rd besides "The cart cannot be pushed any further back, and we have more time to push the cart". To cheap scape remedy this: I lowered blue respawn times after 3rd is capped.
We will see if its a good or bad idea soon enough.

(After typing this I realized barn blitz 3rd does this exact thing! Wow!!)

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
1st:
Added 2 small hp/ammos near blue spawn
Greatly improved flow near a point
Added an escape route for engineers leaving the point
Pullet in combat near A door
Cut out crossfire sniping spot into A

2nd:
Fixed awkward mini-sentry spot near b
Improved flow in apartments
Pulled in combat post 1st
Added 2nd right route for blue to push (Nostrils)
Added small hp med ammo to post 1st
Added cover to apartments flank route
Removed one way window
Opened up old 'dynamic' windows all the time
Pulled in combat in awkward spaces
added small hp/ammo near apartments flank

3rd:
Added cave route
Shifted everything around lowering rotation times
Made main taller
Pulled in combat on the right
Cut sniper sightlines looking out of 3rd


Last:
Remade last
Goodbye walmart last!!!
Added forwards for blue while pushing last

Random notes:
Added birds
Added cows

TLDR: Check images

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
An interpretation based off testco.tf feedback.
Thank you guys!!!

All Over:
Gave cart space

1st Point:
Patched up awkward soldier spam angles into 1st building
Removed claustrophobic cover near bomb cart
Improved flow for red post 1st

2nd Point:
Removed a lot of clutter near choke
Removed stairway near choke
Removed nostrils
(These were removed because they aided red team in having a bunch of angles to poke blue from)
Reworked flank room and flank
Busted red hold building near water tower
(Give red more comfortable standing ground, make more obvious sniper sightlines)
Made flank building more comfortable to fight in

3rd Point:
Strengthened red standing in main
Opened left shed
Cut flank distance
Cut fat overall
Right now I'm just throwing crap at the wall and seeing what playstyles I like. Those will stick. I feel 3rd is just too decongested for red to viably hold, That's what my brain tells me without seeing anyone fighting on the map. I also feel this version makes more of an emphasis holding inside the 3rd building. To counter this, the point has been ever so slightly moved forward. Could make it too easy to edge the cap as blue. All of these things I will be watching during playtesting.

4th Point:
Remade a lot of last:
Trying to give red a spot to stand that's not awkward, Red has a crapload of cover from main in this version. I wanted red to be able to watch flank and have enough distance from main ubers so they can kite.

Fuck making lasts man. Why can't I just make a never ending payload map? Hahaha... Ha.. Hmm....


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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Added brainspawn on 1st
Closed 3rds far right door (2 choke 3rd now, lol)
Added far left stairs back on 3rd
Moved 1st forward a bit
Moved shutter on last to help defenders...?
Allow players to re-enter their spawn on 2nd
Added a quick route for blue on 2nd flank

various small tweaks

I feel uncomfortable about the flank on 2nd. its going to be busted my gut tells me that. To learn we must fail my friends.

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Re-added nostrils with changes to 2nd
(Allows for crossfire to hopefully push red out of their standing)
Fixed blue spawn shutter on 1st being openable by red team
Patched doorway pre-3rd
Packed custom soundscapes
Changed last highground
Detail to 1st, Trying things out.
beta but there are still dev textures: beta alpha

I don't think there will be reworks to the layout on 1st/2nd from here on out. I need to heavily focus on 3rd and last, and connectors from 2nd to 3rd. respawners coming off 2nd ect.
Tweaks to 1st and 2nd sure.
Overhaul changes, piss off.


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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Fixed clips
Fixed last skybox
Added lights to certain areas
Shutter door into last now has a window
Last spawns now have a safe area once you leave them
Removed error healthkit in blue forward spawns
Opened window on 2nd
Slightly streamlined 2nd right attacking side
Made uphill ramps slow down the cart on 3rd
Widened left side for last (Defenders)
Closed window on right side (Defenders)
Added highground for blue near lasts choke

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PigPig

Entitled Elitist
Apr 27, 2015
104
154
Reworked right route on 3rd
This helps the defending combo hold closer, while also creating a more interesting flank.

Reworked flank on last
Adjusted left attacking route to exit further from main choke, so it's much harder to watch from one position

Reworked flank on 2nd
Created highground for the flank giving them something to fight for.

Last has been expanded to help defenders spam main

Adjusted lasts spawns to be less clunky

Adjusted spawn times for defenders on 2nd

All red forward spawns act as a one way once they are disabled (Players don't get teleported to the next spawn anymore, resupplies are disabled)

Adjusted routing on 3rd

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