cp_icytouch

CP cp_icytouch _a1a

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
531
398
cp_icytouch - This Hallow's Eve, Gorge disguises itself as Gravelpit!

A Gravelpit-type map.
The biggest problem with Gravelpit historically is that RED abandons A since it's easier to defend B, since BLU has to take B anyway.
And historically there has also been a solution to this - to make it so that BLU can go ahead and take C after either A or B is capped. Thereafter, BLU can cap the other point that's not C to gain an advantage in attacking C.

I decided to not do this; in this map, when BLU caps A or B, they also cap the other point, and the connectors between that point and C (as well as the connector between A and B) become teleporters that take players to their spawn.
BLU also gets a forward spawn on the point they captured.

Hopefully, this makes it easier for RED to get to C after BLU gets a capture, and removes any illusion of RED needing to defend the point they're on after the other one is capped.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
531
398
Changes:
-increased the captime of both A and B from 24 to 40
-rerouted the underground route from B to C to be much faster and more varied in options
-removed a section of ice wall from C to allow BLU snipers to threaten RED if they're on top of the wooden structure, as was my original intent
-RED now starts the round with a 7 second respawn wave time instead of 9
-RED now has a 10 second respawn wave time after A or B is capped instead of 9
-moved C into a shed on the low ground to prevent RED from watching the point effectively without taking the low ground first, which means RED has to come to BLU to stop the point being capped rather than BLU having to come to RED, which should make the chokey nature of this point a little more bearable
-broke up the single huge slope between BLU spawn and their routes to A into multiple small slopes
-shortened a couple of one-way door triggers that could be opened from the wrong side via players doing the pixel-walk thing which lets them clip slightly into the door
-The fence at B that disappears once the point is capped now gets killed instead of disabled - this should prevent its collisions from lingering and making BLU unable to move through it
-added respawn room visualisers to BLU's first spawn to stop RED from just waltzing in there once setup time ends
-Added a missing resupply locker trigger in BLU's B spawn
Possibilities for A2:
-I could give RED a speed boost off spawn until A or B is capped, which might solve the problem of it being too hard for them to defend either point - hopefully, though, the newly-increased captime will solve this on its own

-I could rework C to be even closer to A and B and design it in such a way that RED doesn't really get to hold very far forward - again, though, I'm banking on the captime making it easy enough for RED to defend A and B

-I could rework A to make it harder to capture, but that's a lot of effort and I want to see if these small changes work first.

Read the rest of this update entry...