- Jun 22, 2016
- 213
- 40
Gruppy updated Fortezza with a new update entry:
b5a
Read the rest of this update entry...
b5a
- Updates
Read the rest of this update entry...
- Updates
- Changed some routing on Stage 2.
- Routing on first point
-Timer changes
-Fixed issue
- Converted to 3cp
- Artpass
- Clipping pass
- New last
- More artpass
- Slight layout changes on first point
- New side flank on second.
-New route on last
-Fixed an issue where players could block a door
- Unrestricted the amount of time that can be on round timer
- Large ammo pack on second is now medium
- Added force respawn for red last defense
- New one-way route for blue into second
- Some clipping issues fixed
- New balcony for blue overlooking first point
- Removed prop jump to blue flank on second
- Widened door chokes into points
- Moved red spawn back on second
- Adjusted some health pickups on A point to favor blue.
- Removed door choke on A first point, made approach to point tighter.
- Artpass
- Minor layout changes
"Gee. I sure wonder why it's so cold here all of a sudden. I could've sworn that it was summer just a few days ago!"
- Removed old last, map is now 2CP
- New route leading into last point
- Increased blue spawn time for CP1 to 4 seconds
- Increased cap time for CP2 to 8 seconds
- Soundscape changes
- Clipping updates
Added this route connecting to the old sentry cubby based on this feedback. I feel like this may make B too easy to capture but I'll test it and see. My main thing with B is I want it to feel bunker-y for both teams. I really like the way engi's set up on last for dustbowl stage 3, trying to replicate the forward base setups by having pretty hard chokes.I really don't think B works as it is right now, attacking it is pretty miserable.
The main choke has BLU fight up from a lowground into a space where they are exposed from all angles with no cover to really work towards. Using it as your main attack method just has you getting sniped and taking chip long before you can reach the point.
The flank offered is OK but still really lackluster - a single demo spamming stickies from below shuts the small door down, and since he's spamming from an arc attackers just cannot reliably contest.
If there is a sniper standing here they basically have free reign without competition as they can see the two small entryways BLU has into this area without ever having any need to rotate.
Contesting the little space below the main staging area is a pain. Since to get an angle to it you need to expose yourself to everyone, and straight up turn their back to them. If there is a sentry down there ubering requires you to jump over the railings if you approach from the flank, which ends up with the sentry shooting you into the skybox.
This point would really benefit from an additional subarea of sorts that requires RED to actually move their butts to cover all BLU entryways, or some cover/position for BLU to work towards if they dare going up the main route. As it is, from a BLU PoV, it just really isn't enjoyable.