Last test got two rounds off before the turntable broke. And that's alright! Because I got some really promising results. Primary issue though, the turntable. As noted, very scuffed under the hood. My theory is that someone on Blu got off the cart in the 0.1 seconds before the cart's trigger was disabled, so interrupted it from rolling forward. We'll see if it worked in imp 2!
- Moved the place the carts stop to turn the turntable back
- Created a separate path for the turntable (so it doesn't show up on the hud as part of the track)
- Separated the forward and backward sections of the turntable path so it should no longer spin around and point the wrong direction through the entire finale
- The caret should also no longer wiggle or point the wrong direction as it arrives
- Rounds now end when the cart begins to roll forward onto the turntable
- This should mean that even if the cart fails to move across the turntable, the outcome of the round shouldn't be impacted.
- Slowed down the turntable, to extend the end of the round.
- Moved the control point entities to their own box under the map.
- You should no longer have to get off the cart to start the turntable moving
- Added overlays to the place the cart stops
- Warning bells ring when the turntable is moving. This emphasizes that you need to stand on the cart for the turntable to move.
No complaints until the cart reached the second U-turn. Both teams had a back-and-forth over the middle of the map, under and around the big X-shaped building and attacked the other team's setup in the opposing choke.
Attackers didn't have a hard time clearing the choke when they used the farther batts, but the distance it took to get there was too much. Defenders are, save for one route, defending from the lowground.
- Added a railing you can't shoot through on the edge of the shelf. This prevents players from building sentries, as they cannot shoot down from the ledge.
- Moved the pickups in the sewer pipe to the other side
- Connected the sewer pipe to the batts stairway
- Removed the redundant door to the batts stairway
The final specific issue was a couple cheeky places Snipers found.
- Raised the wall separating the big door into the spawn courtyard from the smaller door into the terminus yard
- Adjusted the alignment of the corners of the buildings in the terminus valley to get rid of a teeny tiny sightline on the spawn doors
Miscellaneous changes
- Fixed a missing displacement at the bottom of both teams' stairs up to the middle building
Fixed two unsewn displacements near the sewer pipe
- Disabled shadows cast by the rockets and turntable
- Made the spawn door triggers larger so scouts couldn't accidentally step on the door as it recedes
- Removed an overlay improperly applied to two overlapping brushes
- Fixed several places along the track where the path does not follow the ground
- Fixed several improperly skinned track props
- Raised the top edge of the curved frame onto the terminus balcony for scouts and soldiers on top of the crates in the middle building
- Named the control points
- Fixed a misaligned brush on the ramp in Blu's side of the middle building
- Added several NoDraw brushes under the concrete area behind where the carts begin
Other feedback seemed minimal, but then again, we only got through two rounds, so who knows? Possible issues:
- Is the not-finale half of the map too empty when the carts are at the end of the track?
- When the enemy cart has made it to your spawn, does the other team have too easy a time holding you in spawn? Is it too difficult to get to your own cart?
- Why does the announcer say "1" when the round ends?
Did you know: Pastoral was originally going to have three turntables.
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