Biodome

CP biodome B1

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
problem is still there D:

too hard to recap middle. i think i'm going to redo the outdoors area between 2nd and middle. maybe the indoors part will change.

im gonna move 2nd closer to the forward spawn that's near second, so that means that the upper ledge will be a better spot to defend from spot


oh and need to fix the crates at 2nd (or lack of)
 
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owly-oop

im birb
aa
Apr 14, 2009
819
1,217
biodumb2.jpg



bleeeehh, still need to work on it, maybe kind of boring i dont know
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Seems weird to have a cave with wooden walls and flooring set up suddenly turn into dirt.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Well the problem that I noticed the one time I played was that it was much too difficult to defend the last point successfully. It felt like Fastlane but instead of holding the last point forever we just got rolled. Now it could have been the teams were incredibly stacked - I can't be sure. If you give the last point a better chance to hold off the attackers' push, they would more easily be able to launch a counter attack.

This could be as simple as just pushing some forward spawns back, reducing the spawn time of the defending team, etc etc, don't know the map well enough to suggest layout changes.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
Well the problem that I noticed the one time I played was that it was much too difficult to defend the last point successfully. It felt like Fastlane but instead of holding the last point forever we just got rolled. Now it could have been the teams were incredibly stacked - I can't be sure. If you give the last point a better chance to hold off the attackers' push, they would more easily be able to launch a counter attack.

This could be as simple as just pushing some forward spawns back, reducing the spawn time of the defending team, etc etc, don't know the map well enough to suggest layout changes.

The source of that problem was that 2nd was extremely difficult to defend, so the defenders usually got wiped at 2nd and lost last instantly because no one is alive

I haven't noticed this consistently in the newer versions. You probably played an older version though
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I played whatever version was up on ... Sunday or yesterday, can't remember which. However old that version was.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
I played whatever version was up on ... Sunday or yesterday, can't remember which. However old that version was.

Oh I think I remember, pretty sure the teams were stacked with 3 natascha heavies :v

As for the problem it changed from 2nd being undefendable to being too hard to recap middle. What happened was that after the team capped 2nd they got eaten and lost 2nd


I'm not changing the indoors area between middle and 2nd much because I don't know how to change it, and the fighting happens in the outdoors area it seems and not the pathways
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
It doesn't feel like biodome yet :D

The forward spawns often lead me to "wrong" way. (Which was much longer than other routes) I just often run straight forward after spawning instead of turning.

2nd cp was really hard to capture for some reason. You might know better.

But overall it is not that bad :D . With some work it will be very good!
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
Yay progress!


In the demo I noticed that the middle got recapped a good amount of times, but now 2nd is really hard to attack. I don't know exactly why so i'm gonna need more than 1 test
 
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Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Ok, biggest feeling I have towards this map is that it's needlessly complicated to navigate at times. Not confusing, I never felt "lost" playing it, and always ended up where I expected, but there are soo many tiny corridors leading the same way that it seems needlessly cluttered in some areas.

As to why the 2nd point was too hard to attack, I think it might be because it's too cramped for the attackers, while providing good advantage points for the defense. Essentially, the attacking team has nice room for maneuvers outside, but once they get in the cp "building/area thing", they're funneled into this tiny space, with a good sentry spot right across a narrow hall and a sniper "balcony" (or close enough) overseeing them.

Also needs moar dome.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
reverting back to a11 from a11b what was i thinking

gonna change up the area between 1st and 2nd so 2nd is easier to recap maybe. wish i got more than 8v8s :X


but thanks to the people who do join
 
Mar 23, 2010
1,874
1,699
yeah once 2nd gets capped, there is no place to defend and wait for the cappers, kill them, and recap.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
biodome_sketch1d.png


MY SLOPPY DRAWING AHHH I CANT EVEN COLOR IN THE LINES. maybe i shouldnt rush myself when i do this


dont feel like drawing vents up there, perspective with the tiles are messed up and such, just got a tablet so i'll get better.
 
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