The green dev floor reminds me of Astro-Turf.
You're not the first one to say that, but i'm to lazy to change the color again
The green dev floor reminds me of Astro-Turf.
The problem with this map is that it functions great as either a 3cp map OR a KOTH map, but not so much as both in its current form. I went Engi on BLU in the last 3 rounds with a level 3 and never had RED fight the mid point as almost all of them were camping last and mid was a wasteland of only team mates, but nobody to fight. We didn't push up to last because you have to walk in front of the enemy spawn in order to get on it, or be a explosive jumping class, and even then, it takes quite a long time to cap last. At that point you're better off spawn camping.
I'd recommend making the last points easier to capture and try to focus the fighting around the area between the points.
Looking good! I had some time to think, and if last is still too easy to defend for long periods of time, you could experiment by adding an elevated door on last (that was kind of similar to the elevated window/door between Snakewater's second and middle points) that opened after the attacking team held the middle control point for a set amount of time and (possibly) closed after the midpoint was recaptured. I mentioned something similar before, but I have a lot more faith in it as a viable idea now. Looking at your overview, a good spot for such a door could be right here:
[snip]
You could experiment further by messing around with the conditions for the door in a variety of ways, such as having it close upon recapture of the midpoint or not, having both doors permanently open automatically after a set amount of time to ramp up the tension, and adding in other dynamic elements to help or hinder teams.
What i'm planning to do: Release an A6 that addresses the basic problems i've seen or got feedback during the game day, basically nobuilding the last capture zone and adding a few small pickups. Then, i'll test it in one or two imps, hoping to get a few even matches so i can get a good feeling on how long a successful counterpush usually would take. Then, i'll double that time, add a few seconds, and use that as a baseline for opening said highground path, then add that path.
I just need a way to make the player intuitively know what the doors do.
I also probably have to cave in and increase the KOTH timers, because i think that the base time for the doors to open will be around 90 seconds, and in that case the timer might not matter enough with a total clock of 180 seconds.
You're third!Green dev textures look like golf course grass...
I feel like this map plays decently, but you need to find ways of getting people to the third points without lowering the cap times on last. From what I played of it on an imp tonight, the two times a team won from capturing the third point, was because someone back-capped. I guess a way of helping move players from mid to third could be to make mid really hard to hold.
Also, thanks for the CompilePal help![]()
I don't know if I'm right on it, but mid seems like koth_suijin - all its surroundings are raised above it and it does not feel like a place to want to be at.