Hey folks,
Yesterday I worked with Redsun to playtest Granary Storm with 32 players and the results were a success in my book. The goal wasn’t focused on the map’s reception and more so a stress test of the storm with high player countsーit had no more lag than a typical 32 player server would have. Besides that, you may be curious how the map was received ingame.
During our playtest, one player coined the gameplay “Pyroshark Mania” as half of both teams were a Neon Annihilator Pyro once they figured out shallow water still grants crits. Some said the water made Pyros overpowered (ironically enough). Nobody told them play Pyroshark, many people just gravitated to it. Despite this, the flamethrower proved a more reliable weapon, but a niche against the Darwin’s Danger Shield made the Neon worth using against them. It also made explosive jumping reach higher (which I was aware of).
No one commented on the storm itself. I changed fog to be more visible and a farther distance compared to Sugarmill, pushing it closer to normal TF2. I think keeping the intense fog would have raised visibility complaints, so no comments perhaps are the best outcome. Even though we were testing the storm logic in a large server rather than map layout, here are the heatmaps from Sunday’s playtest:
Although I can’t filter melee kills, I can filter Pyro kills at a low distance. So the “Pyroshark OP” evidence would be found here.
In my experience, using the Neon Annihilator was fun but risky. It had the best use turning corners where enemies were guaranteed to be wet, such as CP2/4. Besides that, it was just a stronger melee dealing 156 damage, and melee was already a risk getting close to the opponent. But that's the beauty of data, it's up to you to interpret it.
To wrap this up, if you didn't know, I have released a prefab for the storm used in Granary Storm
here! If you want to use this storm in your own maps, go for it. You could even make a blizzard or sandstorm with some adjustments to it, cool possibilities. As for me, I'm using what was learned here and will put it into
Sugarmill Escape.
Update: I forgot to make a note on setup time. It did what the developer commentary said; it let every class reach middle and wait as a group for a stronger midfight. It wasn't bad per say, though unlike Well it introduces more downtime because there's nothing to shoot at (in Well, you can get kills before the gates open). I think it was scrapped because the downtime was deemed unnecessary even if it wasn't intrusive, and the concept fit Well more than Granary.