Odyssey

PL Odyssey B1

REDHOT

L1: Registered
Dec 10, 2017
9
2
Had a look around and it looks very well thought out with moments of advantage and disadvantage nicely balanced for both teams. The theming is great too, super original!
 

Wazit

Average Cookie Enjoyer
Jan 10, 2021
1
66
Defcon back at it again with another banger, nice work
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 3

  • Moved A checkpoint into large temple doorway
  • Added cover to top of small temple platform on A
  • Adjusted position/orientation of small temple stairs
  • Removed prop jump and added cover to outer balcony on B
  • Moved B checkpoint further from the end of rollforward zone
  • Expanded cover around B checkpoint and shifted position of stairs up to RED spawn
  • Blocked staircase head peak spot near RED upper spawn door
  • Moved RED resupply locker further from lower B spawn door...

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 4

  • Removed prop jump onto small temple fence on A
  • Lowered ledge beside wooden platform near A checkpoint
  • Replaced blockbullets at edge of various staircases with player clip
  • Expanded and added handrails to portion of B cliffside flank
  • Removed rollforward zone on final B cart path ramp
  • Moved B checkpoint halfway up final cart path ramp
  • Expanded RED spawn platform overlooking B checkpoint
  • Adjusted position and orientation of staircase to RED spawn platform
  • Added...

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 5

  • Blocked gaps between columns in ruins near BLU first spawn and A checkpoint
  • Adjusted position of staircase and cover on platform near A checkpoint
  • Added staircase to low roof near A checkpoint
  • Increased height of A choke doorways
  • Slightly widened B cart path entrance
  • Added new structure on cliffside near B checkpoint
  • Slightly increased width and elevation of B cliffside flank
  • Adjusted position and orientation of RED lower B spawn exit
  • Adjusted shape and...

Read the rest of this update entry...
 

Fluury

L5: Dapper Member
Jul 30, 2017
236
170
Here's another piece of additional feedback I wasnt able to give off yesterday due to the fbround running out:

1. It doesn't feel like RED has anything to work towards while defending their points - they are kinda jailed in their lil' designated point area, without an ability to develop a forward hold if they are doing well. This leads to gameplay where RED is just kind of sitting around, and when they eventually get bored and leave their box, they just die and RED loses.
2. After losing a point, it feels like RED basically has to retreat to the next point since sticking around in the transitional space has them dealing with devastating high ground they can't possibly challenge, especially because any medic present in those areas is bound to get bombed with ease. This makes the progress of the map feel a bit binary.

In regards to 1: It feels like every point has this problem (Maybe not C? The even ground around the transitional hut between B and C can be held OK), but I'll take A and B as an example.
A:
1711190887985.png

RED is just kinda stuck in (1). There is a bit of cool gameplay happening around the flank house which is fun, but they can't really push out of (2) because of the highground BLU has at (3) and (4), which RED isn't really given any opportunity to challenge. The best they can do is sneak a Scout or soldier from 2 to the behind of BLU, but if that possibility is good in the first place is fairly questionable considering the amount of players that complained about people constantly being behind them. The gist is the same; RED is enclosed in 1 due to the unchallengable highground.

B:
1711191209458.png

B I will be transparent in that I dont feel like I have enough experience on to really give the same statement about A with the same degree of confidence, I feel like it has that problem to a somewhat lesser degree, but it's still there. BLU gets highground at 1, 2 and 3 "for free" and RED has to contest it from below. As a RED player I don't feel safe anywhere but 4, especially if I am playing Medic. Sticking around 5 or "behind" the CP has me probably getting bombed and/or constantly getting chipped by splash damage from soldiers shooting from the highground they get around 2, and 6 doesn't feel safe because of sightlines.In general, 6 doesn't feel like a powerful defensive position, because it still has you dealing with highground, but also because of the sightline coming from 1.
RED can kind-of work their way up the slopes but it never feels like they get any proper ground to hold unless they push all the way back to A - they always face highground BLU gets for free for existing. Taking over the flank at (3) is an option, but not only is accessing it kind of cumbersome because it requires non-mobility classes to take the long ass flank, but it still has you dealing with a sniper at (1) which you cant really challenge. Overall this is a point where as a RED player, I really just want to stay and sit on 4, everything else feels insanely risky for not really much gain.

In regards to 2: Kinda the same points as 1. Most of the transitional spaces are an uphill battle, so it doesn't make sense to stick around and fight such a lopsided fight. Again - maybe not the transitional space between B and C.

I feel like you can still do the thing where you give BLU a shit ton of highground if you give RED some kind of forward-hold highground to hold that is able to challenge, or at least co-exist to BLU's highground. That way if RED does well they can work towards that useful ground, rather than being enclosed in their little tuna-can.

E.g:
1711192183024.png

Raising this area and making it more easily accessible to non-mobility classes so you can get a medic there without needing him to take an entire hike could allow RED an interesting space to hold other than their own spawn, while having this space be on equal footing to BLU's otherwise free highground. This is more of a suggestion to illustrate the point I'm trying to make, rather than actual one for this area, since this might not really align with the rest of the space, or your vision for the point.

Hope this is useful. I swear I didn't play bomberplane meme demo for longer than 5 minutes!!
 
Last edited:

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 6

  • Opened space under A choke platform
  • Added platform above flank entrance to A choke
  • Added route connecting A choke to cliff high ground
  • Adjusted pathing and cover placement around A choke
  • Added grate to ceiling of flank entrance under BLU first spawn
  • Added new flank connecting D cart path entrance to cap zone
  • Overhauled RED high ground overlooking D cap zone
  • Expanded platform near cliff overlooking D cap zone
  • Expanded flank building near D cart path...

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 7

  • Widened A choke doorway
  • Removed path from A cliffside flank to small temple staircase
  • Added new entrance to underground flank at the base of small temple
  • Slightly increased elevation and cover of pocket near B checkpoint
  • Expanded outer balcony and cliffside flank entrance on B
  • Lowered rock near B checkpoint to eliminate a sightline
  • Added ramp access to B-C connector house balcony
  • Removed prop cover around D cap zone
  • Removed rollforward zone just before D...

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 8

  • Adjusted cover around catwalk above the cart path on C
  • Adjusted geo to improve flow on third floor of main building on C
  • Adjusted geo around D cart path entrance to improve flow and route visibility
  • Adjusted geo to prevent players taking fall damage when leaving RED’s final spawn
  • Fixed the round ending if the cart was pushed into the D capture zone in overtime
  • Fixed players who captured C receiving credit for capturing D
  • Various pickup adjustments
  • Various...

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 8a

  • Reduced BLU respawn wave time on B from 4 to 3
  • Removed ramp access to B-C connector house balcony
  • Added new route up to rooftop/catwalk overlooking C cart path
  • Adjusted geo to clarify route options on third floor of C main building
  • Expanded pocket area on ground floor of C main building
  • Adjusted cover placement around C checkpoint
  • Various pickup adjustments
  • Various visual adjustments
  • Various clipping fixes

Read the rest of this update entry...
 

Defcon

aa
Jun 28, 2017
143
211
Defcon updated Odyssey with a new update entry:

Alpha 9

  • Adjusted shape of ramp to C catwalk
  • Adjusted cover and handrails on C catwalk
  • Extended C main building second floor deck
  • Increased height of C non-playable conveyor belt
  • Redesigned lobby and outer flank/highground on D
  • Adjusted elevation and pathing around D tunnel flank entrance
  • Added HUD indicator for finale cap zone progress (thanks Sarexicus!)
  • Saw arm movement speed now scales with the number of players capturing
  • Saw arm regression is now tied to final...

Read the rest of this update entry...