GENERAL FIXES.
- Almost entirely eradicated all scenarios that may create ghost intels.
- Moved a small health pack at A.
- Blocked a sneaky sightline from the C building to B.
- Added a quality of life prop jump into the C building.
- Made some areas brighter.
- More signs.
MAJOR CHANGES.
- Pathway to the high ground above A has been totally redone.
- All ammo packs around A are now small.
When I designed A, I built the point and the surrounding areas around the concept of a high cliff watching over both the point and most of the main routes onto it. The idea was that a lot of the main defense and combat would occur around the cliff, but if blue managed start to gain foothold around the more distant routes, red would have to shift some of the pressure away from the cliff and in turn let blue now have easier time taking over the strongest position on the point.
This did occur, somewhat, but it was very awkward because of the way blue path to the cliff was laid out and it resulted in the route being very annoying to use and sometimes totally ignored in favor of other routes.
Another problem that raise it's ugly head during the test was engineers, more specifically, lots of fucking engineers, they were everywhere.
To combat these problems, the blue path to the cliff has been rebuilt to flow better when the attacking team is set up and pushing from the starting area, the building should also in theory be far less easy to spam mindlessly. You should now have to actively take fights to hold the route, instead of spamming a small doorway. There also now should be enough metal on the point to sustain one Engineer, but not two or three, rest have to go somewhere else.
- The long route entrance is now closer to the attacking team.
- The long route has been slightly adjusted and made smaller.
Speaking of the more distant routes, the furthest most route to A also had it's fair share of issues that have hopefully been at least somewhat fixed. The entrance to the building is now 100 units closer to the blue ramp down to the A yard, which means attackers don't have to walk so deep into an open area to get to this area. A lot of the dead space in the room has also been removed and the well door that made things quite awkward when pushing has now been turned into a gorge style door. Once it's open, it will stay open.
- Removed the second doorway out of lower window room.
- Replaced it with a new route to one of the side areas.
C didn't get a lot of play in the test, but what I saw was enough for me to decide to make some changes despite the very little play time on the point. When I designed C, the idea was there to be two fronts once red's forward hold fails and they have to fall back, with blue setting up in the big lobby above and red holding on and around the point.
Unfortunately, I had made an oversight and the attacking team got funneled into an one area little too much, which caused red to hold in front of the point instead of anywhere else at all. This is why there is now a new route that should in theory apply more pressure to anyone trying to hold directly in front of the point and in general make the point flow much better. This is of course only a theory... a map theory.
(Yes Chin, I stole your changelog style, sue me.)
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