Duga

CP Duga a14

D0om

L2: Junior Member
Feb 26, 2016
97
104
Just some small experimental changes, C is easier to defend now. Changed the choke roof into a choke balcony on A. I don't want to change B too much because after only one playtest I don't think it was held like it's supposed to be held.

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D0om

L2: Junior Member
Feb 26, 2016
97
104
- made some changes to last to make it more pleasant to both attack and defend
- changes to B, elevated the place you're supposed to hold at so it's more attractive for players coming into the point
- improved RED spawns to guide players better
- added more signs
- slightly reduced RED respawn times on all points
- removed doorway that opened between A and B side that let blue rotate without seeing D (too confusing, but will also hurt blue's attack ability, let's see how it plays out)
- slightly reduces cap time. The issue is that I would ideally want to make the cap time when attacking last with all other points capped much quicker, but I can't since then attacking D right off the start is op (it is very strong as it is)

After only two playtests, I don't want to make any radical changes just yet.

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D0om

L2: Junior Member
Feb 26, 2016
97
104
- Closed off any areas players might get lost in. This includes C now being entirely closed off until B is capped. This makes pushing D right at the start harder because of less space and harder to reach health packs.

- Press W and you will end up somewhere useful.

- Added a connector from A to D, and an extra connector from C to D. Transitioning and routing from C to D should be easier for both teams. Blue can now flank from B to the back of defenses of red on A

- Added an extra route so that blu doesn't have to go through C to reach D after C is capped.

- Lowered red respawn time on D

- Blu flank on C (house route) now gives more high ground

- Stupid mistakes fixes

- Some clipping

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D0om

L2: Junior Member
Feb 26, 2016
97
104
A
- Small changes to A, gameplay mostly the same. A bit of an encouragement to not hold as far.

B
- B gets extra high ground spot

C
- No changes to C yet. Can't tell how good of a hold it is.

D
- Removed the back stairs leading to the mid house when going from C to D. Now only mobile classes can contest house as attackers
- Slightly lowered D point when B is capped
- Added extra window on D to shoot from. Also, sentries should now auto target players on the point
- Added the possibility for all classes to escape from D by jumping on the pipes
- Very slightly increased D cap time. Now it matches that of steel
- Added a railing for A side attackers to protect against airblasts
- Fixed an annoying sightline

Will think about opening up a way to attack D after B is capped instead of waiting for C doors to open. A door to D would slowly be closing while the doors to C slowly open. This would let attackers capitalize on a wipe and try to go for D straight away, but it would require a real commitment to work as the door will eventually close completely.

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D0om

L2: Junior Member
Feb 26, 2016
97
104
- changed B connector to make it less boring, also cleaning up that area from unnecessary distractions. Might be too strong of a hold now, time will tell
- added laser effects on last on cap
- small change to A-D connector to block a sightline
- added popup signs to route players into shortcuts. Will later add signs onto them, but I give up with trying to get custom materials working for now
- lot more changes coming soon but I need this B tested so im pushing this out

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D0om

L2: Junior Member
Feb 26, 2016
97
104
- quick change to A side routing, a connector from B to A is now available for blue to rotate through after C cap
- also added signs that point to A side (thanks Emil for textures)
- another ver coming soon with various other changes

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D0om

L2: Junior Member
Feb 26, 2016
97
104
- cliping fixing and considering feedbacks

D:
- changes to A side D push to make that area more interesting and to improve fights around there
- added extra high-ground but spammy exit for red at D
- added a jumppad for blue spies to access red balcony, unwatched sentries are easy to destroy with a revolver but I suppose a camping engineer there would be annoying
- I was considering removing vent flank but I decided to let it stay for now. Will see how it goes.

B:
- house route now connects to the outside between cliffs route, this should allow easier rotation for blu and a flank for red
- widened some of the doors
- removed shutter to the house

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