It's been a while, hasn't it! I'm gonna split this update log into two sections, layout changes and gamemode changes, as it shares some changes with the
CP version.
First off, layout changes
- Most of the ground has been turned into displacements (though there is only minimal geometry painting at the moment, so everything is still mostly flat)
- Changed some geometry around to work better with displacements
- Spawns have only seen very minimal changes
- The shack at A has received texturing; no other major changes around A
- The center of B has been raised up by 32 units for a bit more vertical interest
- The awning at B near the train has been reworked, so it is now easier to get up to and looks better
- B has been textured, as well as some minor detailing in the side rooms and on the platform
- Added two small cap plates to the top of B to appease Yrrzy
- Removed the alcove that the point hologram at C was sitting inside, and moved it to be placed on the ceiling; it looks a bit weird, as it's hanging upside-down, so a custom model will probably get made for it
As for gamemode changes, locking the most recently capped point just made things confusing. I did that to try and alleviate the problems with teams being spread out a lot, but it didn't seem to help much, so I still need to try and see if I can figure out something to help with that. The losing team feeling like it can't catch up with the winning team has been another issue with the gamemode, so I tried to make some changes to help with that. Now, when no points are owned, your timer will go down by three seconds (one for each point), rather than zero. Your timer will go down one second quicker for each point your team owns, and one second slower for each point the enemy team owns, meaning that it can go down anywhere from zero to six seconds at a time. This has an effect similar to the teams playing tug-of-war, with their owned points contributing to how fast they can pull the rope, and with goalpoints that the teams are trying to reach which are constantly getting closer to the center. I feel that this might be a bit too confusing, but I want to test it first. A modified PD HUD (like a lot of domination maps) could probably work well, especially for illustrating the "tug-of-war" aspect
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