Oh boy, there was a lot of quality feedback in the second imp, that really made it worth the wait after the first imp basically died before my map. Let's do another Lambda's Imp Feedback Feedback before i get back to make the changes!
This time, i'm combining voice feedback in the demos with !fb posts.
@fubarFX @SparkyShock @Scrawnoisis Viollet Fox
"I don't know if i made a mistake choosing this map (Trollface in spectator cam)"
The point with the trollface was basically that the structure it is on doesn't make particular sense, but only exists to block sightlines and sticky jump rollouts. But yeah, that joke isn't that good.
@The Spycrab that dies (What's your username?)
"you can get stuck on theese which is pretty anyoing if you want to get ammo in a fight"
Yup, missed that while clipping. Sorry!
@EwanLan
"death pit right outside the spawn would get abused heavily"
Uhm... how so? And what makes it different to Upward?
@EwanLan
"this brush bounces stickys"
And there i go, thinking there was a easy way to do what i want to do with the opening flank. I'll have to find a different way of doing it.
@fubarFX @MaccyF @Psy
"are we meant to spawn here? red still have a defense opposite our spawn o0" / BLU forward spawn position
I agree that this didn't work out the way i thought it would. I'll probably flip the spawn over to the other side of the wall. I'm also considering doing a delayed spawn room change like on Frontier. I think i'll have to do a few experiments here, i really want RED to hold on top of the serpentines, but right now they're holding at the bottom, which turns the whole serpentine area into downtime.
@Psy @MaccyF @fubarFX @Oatmeal and a lot of others
"there's no good flank to attack red at last"
"it feels like red can get behind us really easily when we're pushing last"
"this sightline over here is killing all progress for blue to last"
I mean, i've seen the demos, and i kinda have to agree. The problem i have is that right now is that BLU is winning about 80% of the rounds. I don't really want to make it even harder for RED. This dynamic might obviously change when changing areas before last. The main problems seem to be:
The area in front of the main entrance is easily the chokiest/spammiest area in the map. Also, the length of the downtime area is a bit short.
Last (heh.) but not least, it seems that sniper is already plenty powerful on last without the open window on the top flank, so i'll probably change that as well.
What i really didn't understand is that even though i consider the left flank to be a really powerful hold for BLU, noone ever tried to get through there or even contest the area, so RED was able to push out of there pretty freely.
I kinda blame myself for attackers not using the flanks a lot, i probably should make them more obvious, although i'm still wondering how i could accomplish this. The same is pretty much true for the lower flank on first (As reported by
@MaccyF)
So, my next steps:
1. Rethink "connector/flank" concept for last and change accordingly.
2. Fix BLU forward spawn being too far forward. Multiple ways to accomplish this.
3. Make flanks on first and last more obvious. I really have no idea how to do this right now, but i'll try to figure something out.
4. Fix smaller bugs and clipping errors.