Test thoughts:
Lost of tests happened; some bad, some good. Not seeing much in the way of red success, and B still wasn't satisfying. Red's defense of C depended on forward holding on the choke right after B most of the time. Anyway, was getting feedback of people being flanked constantly, and thanks to
@lucky I was able to get a better idea of what was going on (in addition to some suggestions).
Basic idea on the flanks being:
- The flanks are too separated from the main routes such that it's hard to predict when you'll be flanked.
- The flanks tend to dump out behind where people want to hold.
I've attempted to adjust the flanks to improve on #1, but the changes to the flanks will make it harder to predict where people will actually end up holding so #2 is going to take more tests/work.
A3:
- Adjusted the flanks ahead of A to attempt to make them more interactive/predictable
- Opened wall to blu's righthand flank with a mixed balcony
- Removed walls on blu's lefthand flank to expose it more, and make it more apparent when blu is using it
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- Lowered blu's lefthand flank height over A point
- Adjusted blu's lefthand flank through red's first spawn to make it a mixed dropdown
- Decreased height of bunker and added route up the cliff wall
- Added secondary bunker above the train path to give red more defensive options ahead of B
- Reorganized the whole entire of the B room to attempt to give red more advantages
- Created forward spawn for red on B
- Remade the area leading up to C and some of C point itself
- A lot of minor fixes for things noted in the tests that I've lost track of
- Adjusted times:
- A, 1:35 (+:09) @ 1x
- Wavetimes: blu 2, red 7 (-1)
- Starts 4:45, adds 5:30
- B, 2:38 (-:08) @ 1x
- Wavetimes: blu 3 (-1), red 7 (+1)
- Adds 4:00
- C, 1:55 (+:35) @ 1x
- Wavetimes: blu 2, red 8
- Ouch, shoulda added some more time now that I think about it..
Read the rest of this update entry...