Koth_OverpassA1 Test Results 2:
Had more people in the map for this test. Results mirror the first test but there was a lot more dissatisfaction with the bomb in it's current implementation. That just makes the need to get the warnings boosted up all the more imperative. There was also a lot of talk about the range of the bomb and just how much space the hurt entity takes up when it blows. I think focusing it to the areas where the blast is directly visible, such as inside the point, the roof, the decks, and directly below the point would help make that feel better, rather than going with the current "large box" solution.
Personal Observation: The map still feels tighter at ground level than I'd like and my mind is made up at this point to at least try making the area around the point wider. I'll start by doubling the space and then will pull it back from there as I get a feel for it in further tests. My hope is this will make the area feel more open, but wont necessarily empower snipers anymore than they already are.
Primary
Bomb Should Destroy Buildings - This is in progress. Should hopefully be tested privately soon. Thanks for the pointers Booj and Supersandvich!
Better Bomb Warning - I've gotten a lot of feedback on the speed of the bomb being too much. I'm going to slow it down, but not anymore than half of what it's at right now. It still needs to be a threat to players who are on the rail ramps just as much as it is to people on the point itself.
- Louder Sirens - I've got these blaring across the level but they're still really quiet. I'll try boosting their overall volume next and see how it works out.
- Different Sirens - Done. I changed these guys over to Well train bell. People seem to see that sound as a direct threat rather than the Payload siren indicating a victory close at hand. Still I'll never forget telling people a bomb was coming and watching them cluster up closer on the point before going up like a dry christmas tree. Comedy gold.
- The Announcer - I'm torn on this one. I think Helen calling out a bomb incoming would be perfect, but not everyone seems to love her three-pack-a-day siren song as much as I do. I'll probably implement this for the next alpha and see how it goes.
- Longer Warning - Working on it. This is going to be a careful balance of the bomb's speed, the length of it's track and the obviousness of the bomb warning. I'll probably be futzing with this until the day I dump the project in favor of mapping for Alien Swarm.
- Slower Bomb - See above.
Secondary
Open Area Around Point - During this evening's test I found myself desperately trying to jump up a 64u ledge to escape Penguin's flamethrower. It's a totally doable crouch jump but I'm just not believing it should be a crouch jump anymore. It's going to be reduced to a 32 or a 16. Something easily hop-able.
The only part of this rather big change that worries me is how the cargo container route down from the overpass is going to connect to the point. Should it be two wooden bridges? Should I add more cargo containers? Need to think on this and test some distances. This is also going to make the roof completely inaccessible to scouts unless I throw in a wooden plank or two. Do I want scouts up there? I'm already thinking of giving them a little overlook room... I'm uncertain...
Tertiary
Remove Window Fall Damage - Still need to do this. I recognize the need for it more than ever. The original concern of being able to snipe into the enemy spawn room from a sloped roof here will go away when the map spaces out I believe.
Railway Overlook - Still debating this one. It's probably going to happen at this point. But again, if it doesn't work it's coming right out.
Thanks again for the feedback everyone!