A5's reception was finally super positive! Red was able to hold A and B
I'm really not satisfied, however. Red was able to be competitive and all the rounds came down to the wire,
Both teams put a much greater emphasis on B, Red consistently sent one engineer to A and basically gave it to Blu for free.
Red would go all-in on A or B, Blu would have little trouble snatching it up for free. Red wouldn't try to contest, and once they'd capped, Blu would band together to take Red's favorite point. Little pressure to C, and they'd
I don't like this dynamic per se, but I didn't get to play it, so it could very well be fun. Everybody who did seemed to enjoy themselves, but what worries me is that games focused so heavily on B. A didn't get as much play because Red doesn't get a free hold spot like on B. The ditch turns it into a DM area that Blu is always going to get the advantage in because of how close their spawn is.
Red's spawn is still bad for pushing out to C
- Added a proper forward spawn room, separate from the elevator, activated when A and B are captured, and Red's upper door is shut
- Added an upper spawn exit with a dropdown (don't worry, it's not a straight hole in the floor)
- It puts you in the same place as the other door (because frankly I'm out of space on C), but makes up for it by being super dominant over Red's batts
- Added a big window
- Probably gonna be detailed as a turbine hall or something to do with the coal from B?
Control point timing changes
- Capturing A now rewards 2 minutes of round time, instead of 3
- Capturing B now rewards 3 minutes of round time, instead of 2
Red doesn't want to hold A
- Added ammo and health to the catwalks over A
- Downgraded the ammo and health under the stairs
- Buffed the fence beside the A cliff
- A and B have had their time on capture switched
- Lowered the cliff (that used to be the edge of the map) behind A and turned it into a shelf
- Connected the top of the stairs in the A/C lobby to the new cliff via a door which shuts when A is captured
Polished some communication stuff
- Changed the red-only shutter's signs to a nonsolid respawnroomvisualizer
- Changed the orange setup door in the B/C flank to a brush-based gray version (VALVE DID IT ON BARNBLITZ ITS OK)
Miscellaneous fixes
- Removed some out-of-map entities that got stuck in the walls when I moved them without checking for entities
- Fixed the numbering of Red's spawn doors
- Extended the shield on B to block a sightline from Red's batts over B into Blu's spawn
- Clipped an unforgivable ledge in Blu's spawn
- Added a func_movelinear to the elevator in Red's spawn to stop physics objects (but not RAGDOLLS) from falling through. A minor detail, but one that matters to me for some reason.
- Fixed that bright red brush in Red's spawn by remaking it. It should also fix the whole map's weird lighting in the last version? SORSE!
- Streamlined the catwalks on B
A couple people didn't like the Rick May statue, but I made the map in May of last year and I think it's a cute thing to keep around. Don't really see the issue, a couple people have said they like it already, but it's gone and IT'S COMING BACK MAY 1ST
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