PL Jerrycan a15b

RED has oil. BLU wants oil. Welcome to the USA

  1. youporkchop5

    youporkchop5 L1: Registered

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    Jerrycan - RED has oil. BLU wants oil. Welcome to the USA

    I will probably update this description later but since the map is in development I'll wait on it
     
  2. Idolon

    aa Idolon the worst admin

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    upload_2019-6-17_19-20-25.png

    A is designed to give Red some pretty good height advantage over Blue spawn, which makes sense. However, it also gives Blue some pretty good height advantage over Red once they push forward enough, which isn't great. It's kind of similar to Badwater A, but its much easier for Blue to take the high ground, and the cart path isn't on the low ground, which I think are essential to how Badwater A plays. With your design, Blue has very few options for where to go and the cart path itself has a pretty good height advantage, so the moment Blue manages to push that far, its like a dam bursting open. Red is done for.

    My recommendation is to make the cart path less advantageous for Blue, and to give them at least one more route that either works as a flank or a height advantage. Maybe redesign the area so there is just one major high ground with multiple options for attack and defense, and the cart path goes around it (or under it, if you're not too concerned about copying Badwater A directly).

    (Also note that some people don't like Badwater A because of how Blue gets such a significant height advantage over Red, but you can decide for yourself what you like or want to emulate.)

    upload_2019-6-17_19-29-53.png

    I think the broad strokes for B make sense, but its ridden with some nasty sightlines. My recommendation for reducing sightlines is twofold: First, make the bend in the track more dramatic so that the overall layout is better shaped to block sightlines. Making everything too linear will almost always cause problems with sightlines.

    The other part of my suggestion is to try and squish the whole layout a bit linearly. Making the cart path go further out will make it longer overall, so you can make up for that by shrinking the overall length of the cave a bit.

    Last note: the cave exits with a downward slope, which is really, really strange. The cart should become harder to push the closer it gets to the next point, not easier. Sometimes maps will give Blue a height advantage over a point, but you'll note that the payload cart itself never has that height advantage, and that Red usually spawns pretty close.

    upload_2019-6-17_19-35-22.png

    I didn't really see any gameplay on C so I don't have any comments, other than that this single room holding a single small health kit is very strange. Usually a dead-end with a pickup is smaller (so it doesn't feel like it might be a passageway) and usually the pickups are good enough to be worth the trip.

    upload_2019-6-17_19-41-13.png

    For D, I quite like the final area, but i feel like it didn't get any use. Once Blue pushed far enough to be in the space, they had usually won. The cart doesn't spend enough time in that space for Red to make a hold. So, my suggestion is to have the cart path come in from the side so it spends more time in that space. Basically just copying upward. Obviously, you'll also have to do some reworking to fit this into the overall layout, so maybe you'll need to mirror the whole space to get the payload cart to line up. Alternatively, rotate the whole thing 90 degrees and push it forward a bit to get this:

    upload_2019-6-17_19-43-19.png

    Hope this helps.
     

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  3. youporkchop5

    youporkchop5 L1: Registered

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  4. youporkchop5

    youporkchop5 L1: Registered

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    Changelog
    • Changed first into good. I don't know why I released the other one but its there now.
    • Closed the door near the bend at D that was letting Red get behind Blu really easily

    Read the rest of this update entry...
     
  5. youporkchop5

    youporkchop5 L1: Registered

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  6. youporkchop5

    youporkchop5 L1: Registered

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  7. youporkchop5

    youporkchop5 L1: Registered

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    Changelog
    • Added a forward spawn for BLU team. Should make walk times shorter and pushing into last easier
    • Changed around last to provide more cover for BLU and make it a bit less chokey.
    • More health kits, less health kits, more ammo packs, less ammo packs.

    Read the rest of this update entry...
     
  8. youporkchop5

    youporkchop5 L1: Registered

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  9. youporkchop5

    youporkchop5 L1: Registered

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