The path changes in a17 seemed to help game play a lot today. Maybe people are just getting used to the layout. Hard to say with one test but it seemed like teams were together on the points a lot more this time around.
I think the C spawn exit is better , but I think I need to make the flow out the 'stair door' better. Also thinking I might add a door from red spawn to B at the wall you go around. So before B is capped red has a smoother flow out that way, once B is capped they just go around the corner through the C point.
Only about 3 seconds of walking, but better flow and reason for door details, lol.
also player clip was back so no exploits, screwing around due to them.
However, Blu won all 4 rounds and I don't think that has happened yet. A couple rounds were tight, but 2 seemed fast. I think Blu's spawn time is going to be increased slightly.
a19 stuff...
Made the C wall gate doors a bit larger, looks better and the doorway isn't quite as cramped.
Messing with model smoothing groups, they were looking a bit 'buttery'. Too soft. (Mainly bridge and lamps at B).
added fallen cherry blossom decals.
Changed lighting to Goldrush with some tweaks. Sun is higher in sky and aligned to docks. Now most of the game area is in sunlight, with only a few spots of shadow. And it's softer, not so bright and harsh. Tonemaps are being tweaked, same thing, not so harsh.
fixed another water/push brush issue in the back of A
Currently changing the Blu to B pathway. Going to be one door into Blu buildings, two doors out (one current location, one on other side sniper window). Pushing Blu buidlings back towards spawn so more fighting area in front of B. Going to try and minimize space inside that building so fight is more in open. B seems to easy to take.
due to feedback:
straightened up blu spawn points.
trying a new door at A. YM said the flank route was boring so The A balcony door leads in from the back now. There is a door from stairs to back for balcony access. Might make flanking easier on A, but also lets engie dig into corner more.
raised the railing at C death pit so people don't walk off as easy.
comment that C area doesn't have enough 'depth'. I take it to mean it's kind of plain. I agree, it's a fairly large square. But not sure I want to do much to it. I want it to be a good fight area, and the outside front part is meant as more of a buffer zone. (C on Gpit- the buffer zone is the height/ramp thing). Suggestions welcome, I currently have no ideas on it.
increased damage on water hurt filter.