Laborde

PL Laborde a39b

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Ay Nesman, I said I'd do it, so here's some high velocity thoughts on Laborde.

A and B are really strong points, and the lead up to them is good as well. I really like the dynamic between Red and Blu in the first half of the map. It is some fine pub gameplay happening there.

I feel that the map kinda falls apart after B though. C doesn't feel very well defined at all compared to the previous points. Like the best spot for a sentry is infront of a junk ramp, and the position doesn't feel very fun to defend. Compared to how well connected everything in the first half of the map was, you just kinda get dumped off at C.

The leadup to D is especially weak, cause it just kinda feels like outdoor corridors. Thin paths between buildings with some side areas.

D itself is hard to attack cause all the routes leading into it are really narrow and unsafe. The main route is just asking to be camped by Snipers, the left route puts you at the mercy of a deathpit, and the right route is super committal because you have to use a dropdown. 3 Engineers was enough to completely shut down D because the tight doorways into D really benefitted area denial.

I feel that C could use a rework to give it a more defined structure, and D could use some major changes to widen options for attackers.
 
Oct 6, 2008
1,949
446
Gets played at EOTL :)
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
nesman updated Laborde with a new update entry:

little fixes

A lot of people seem to only want to latch on to small issues rather than leaving gameplay feedback so I guess I can fix these until people want to go a little more in depth. Still looking at the few comments/demo for a38 that were gameplay related but at least the clipping is fixed.

Read the rest of this update entry...
 

zapo

L1: Registered
Dec 15, 2020
32
31
Added to our mapcycle :)
Little group feedback from some people:
- the fence by the cliffside does not have models for the parts between the posts, but they have collision (note: place somewhere between 2nd and 3rd point)
- last might be too hard to push but maybe too early to say
- the fact that sections are colorcoded is pretty nice
- layout seems good, visually a bit meh
- the map is one of the clearest new map's I've played I think
- at least everything is brightly lit and i can see reds and blus clearly
- before 1st point there is spot where people are lagging or something like that
1681024596154.png



Vid from the match soon :)
 

nesman

master of fast travel
aa
Jun 27, 2016
1,296
1,184
- the fence by the cliffside does not have models for the parts between the posts, but they have collision (note: place somewhere between 2nd and 3rd point)
- layout seems good, visually a bit meh
Do you have a config? not a lot I can do since it uses ropes.
It is still in alpha so expect visuals to not be perfect.