Espresso

Espresso b1a

verdigris

L1: Registered
Dec 17, 2021
27
8
verdigris submitted a new resource:

Espresso - A Double Trouble PD/PLR hybrid entry

A PD/PLR hybrid map set in knock-off Seattle, made in collaboration with Waterwindow for the Double Trouble contest.

Objective:
Escort your payload cart to the finish line before the opposing team can deliver theirs.
Pick up fuel from fallen enemies and deposit them at your cart to make it move.

Other Notes:
Enemies cannot block captures nor block the cart.

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verdigris

L1: Registered
Dec 17, 2021
27
8
verdigris updated Espresso with a new update entry:

a2

Changelog:

Logic:
  • Changed carts to auto-push when players deposit PD flags; carts will take up to five flags at a time
Layout:
  • Reduced size of various areas and buildings to mitigate largeness
  • Reworked southern "courtyard" area before last points
  • Mini health packs added to the dock supports in the north
Misc:
  • Now features 100% more geographically-accurate...

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verdigris

L1: Registered
Dec 17, 2021
27
8
verdigris updated Espresso with a new update entry:

a4

Alpha 4 Changelog:

Layout
  • flipped cart tracks in courtyard area, tracks now end on the opposing team's side of the map
  • ground north of spawn raised to match the entryway of the building north of choke
  • converted solid fences between house/choke into transparent wire fences
  • removed side fences on last

  • some small barn (last) changes:
  • pushed the front wall southwards by a bit
  • slightly raised barn roof
  • slightly raised final catwalk where the last...

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verdigris

L1: Registered
Dec 17, 2021
27
8
verdigris updated Espresso with a new update entry:

a4a

Alpha 4A Changelog:

Layout:
- slightly widened cart tracks going up to barn at last

Detailing:
  • added small trim near billboards, moved flower planters accordingly
  • added custom textures to some of the walls on the boardwalk

Notes:
Not much has changed in this version. We would like to gather more data on some things before moving forward. The latest playtest (A4) had low player counts and was scout-dominant, which was likely as a result of the former, seeing as A3(A)'s...

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verdigris

L1: Registered
Dec 17, 2021
27
8
verdigris updated Espresso with a new update entry:

a5

Alpha 5 Changelog:

Layout
  • major rework of barn area (southern area near last points)
  • pushed back the southern end of the map by a bit
  • added wall in each team's house (building in the middle)

Misc
  • added a few more lights
  • made all light props non-solid
  • removed env sprites causing lighting issues on the small tower props
  • changed PD flag models

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MM1011

L1: Registered
Apr 15, 2023
44
17
Hey, just wanted to leave a note that this map ended up being pretty popular with our players. I'm not sure what long-term strategies might get settled into for this game mode, but up front this map presents a compact but dense combat space and the gamemode encourages a lot more movement than either PLR or PD alone. I found that over the course of a round progress was always being made in at least little increments and as that happened the value/meaning of any given part of the map was changing radically with it. Maybe a little chaotic, but very fun!
 

verdigris

L1: Registered
Dec 17, 2021
27
8
Hi, thanks for playing the map and taking the time to leave feedback! Glad to hear that your players found it fun. What community are you from? Which version(s) have you played? Was there anything that you wish might be different?

Development on this map has been hastened as it's for a contest, but we are definitely interested in further developing for this game mode--I think there's still much work to do with regard to making a map that plays to this mode's strengths as we get a better understanding of how it plays.
 

MM1011

L1: Registered
Apr 15, 2023
44
17
Hi, thanks for playing the map and taking the time to leave feedback! Glad to hear that your players found it fun. What community are you from? Which version(s) have you played? Was there anything that you wish might be different?

Development on this map has been hastened as it's for a contest, but we are definitely interested in further developing for this game mode--I think there's still much work to do with regard to making a map that plays to this mode's strengths as we get a better understanding of how it plays.
I'm speaking from fith.co, and we've only played a5c so far. I think the only thing that I wish was different is that the very start of the round is a bit "awkward". The cart is right in front of spawn, but you can't push it, but there's also not an impetus to go somewhere else. In a normal PD map, there's a general direction to go hold the deposit area that's lacking here.

It's not necessarily a problem, since at least some players will always want to "deathmatch", which gets points dropping, the carts moving, and then the map comes alive. Those first 30 seconds/1 minute feels a bit weird nonetheless, tho.

Edit: One other note, from what we can tell cart speed is entirely tied to having coffee and players on cart doesn't effect it. That's not bad but it is unintuitive to new players. I wonder if that facet could be made clearer?
 

verdigris

L1: Registered
Dec 17, 2021
27
8
Edit: One other note, from what we can tell cart speed is entirely tied to having coffee and players on cart doesn't effect it. That's not bad but it is unintuitive to new players. I wonder if that facet could be made clearer?
Yes, the cart caps at a constant rate regardless of players near it. The cap duration is the only thing that changes, and it's dependent on the number of points deposited. Making it clearer is something I've been trying to figure out, as well.

Earlier versions did actually require players to push the cart, but it was changed to the current logic after some playtesting, as players found it difficult to push the cart very far and/or tedious to have that "extra" step.