PL pl_rose a10a

Watch out for thorns!

  1. PigPig

    PigPig L1: Registered

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    pl_rose - Watch out for thorns!

    experimenting with open areas and cramped areas.
    i have a jumppad problem
     
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  2. PigPig

    PigPig L1: Registered

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    Fixed all payload points giving crazy time
    Lowered red spawn time on 2nd and 3rd
    After 1st,2nd and 3rd are capped. Red team is forced to respawn.
    Heavy reworks to all points:
    1st has been given more height for defenders, and more cover overall.
    2nd has been given more cover for forward holding and a better backline for retreat.
    3rd has been remade.
    Last has been remade.

    thoughts: Last is too open, testing anyway for i'm trying to get a good gauge of what areas are too large or too small for 24 players.

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  3. PigPig

    PigPig L1: Registered

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    Pulled in combat post 1st
    Players in 1st red spawn are teleported to 2nd red spawn after 1st is capped
    Killed strong sniper sightlines on 2nd
    Adjusted ammo/health on 2nd
    Adjusted left 3rd to pull in combat

    Remade most of last:
    Added toxic and sneaky (red left side)
    Adjusted cow observatory
    (oh my goodness its basically borno now!11!1)
    Made sentry sightlines much more powerful

    Removed jumppads
    Added cubemaps

    minor visual changes to do with area portals.

    Things I am looking at:
    (from blu side) right 1st can be aggressed too easily by reds after 1st is capped,
    made a change to counter this without becoming too obstructive. I want to see if it works or not.

    2nd late hold

    3rd early hold
    3rd transitioning into blue hands

    last blue positioning
    last red positioning

    Goal on last: Don't make sentries too hot or too cold.
    needs to be juuuust right.
    Allow quick rotations from both sides to collapse back onto the cart
    Avoid making blue unable to commit without uber.

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  4. PigPig

    PigPig L1: Registered

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  5. PigPig

    PigPig L1: Registered

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    If a3 and a4 had a baby: it would be a5.
    (Took all the good elements of a3 and plastered them onto a horribly abused a4)

    1st point:
    Moved 3rd choke rout to lower main
    Added back 'A door quickpass', added signage for newer players to easily understand its usefulness
    Recreated the entire 1st point to add more forward hold defense.
    (I AM WORRIED THAT THE FORWARD HOLD IS TOO CLOSE. Testing my gauges.)
    Fully Reworked post 1st to hopefully favor blue
    (Previously it was too easy for red to enter from lower left and just pick off blue)

    2nd point:
    Reduced cart track into 2nd
    Reconstructed left and right routs for blue

    (thank you Tiftid for this feedback)
    Added signage for red not to corner themselves
    Slam dunked previous god sniper spot straight into the garbage
    HA-HA!!!!!

    3rd point:

    Fixed awkward stair clip
    Fixed z-Fighting stairs

    Last point:
    Added cart elevator delaying blue team from speeding in and wiping red
    Removed cow observatory rout

    Holy shit this update was more painful than it had to be.

    Might see a5a incase we missed anything small here soon.


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  6. PigPig

    PigPig L1: Registered

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    Moved 1st point forward
    Grate in 1st barn
    added 2 exits to every spawn
    (besides red 2nd)
    Added more arrows to funnel players
    Expanded windows on 2nd to watch flank players
    locked last shutter door

    Small clips all over
    Small tweaks all over

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  7. PigPig

    PigPig L1: Registered

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    Work on last and stuff...

    1st point:
    Moved 1st point back to a5 pos
    Moved mediums around so deep flanking players post 2nd bleed out easily and post 1st forward hold is discouraged

    2nd point:
    Added windows that open post b capture allowing blue to gain access to the left room easily
    (Might make these windows open at all times)

    3rd point:
    Moved cover all around
    Made arch room super super wide (Like super super super wide)
    Cut sniper sightlines, forcing sniper to have to rotate for kills

    Last:
    Adjusted cover on left and pathing on left
    Removed blue speedy rout to player spawn

    Expectations from this version:
    3rd archroom lobby area is too large
    Blue has too many options into c and b
    c needs to be more cramped
    b back line is awkward because of the watertower and the pathing near it,
    forcing players to commit hard or sit in the backline.
    last is too large!! omg my sentry should farm players in a cramped killbox all the time!!11

    >>Will focus on all these spaces when re-watching demos.

    It is very annoying how a lot of red teams play, making these findings quite difficult. 6+ red players w-keying and and getting cleaned up allowing blue to push in over and over again tells me nothing about if a hold is actually viable. Perhaps playing red team is too stagnant and the players get bored.

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  8. PigPig

    PigPig L1: Registered

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  9. PigPig

    PigPig L1: Registered

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    We're back!

    1st point:
    Adjusted hedge clipping
    Adjusted health/ammo
    Adjusted post 1st bullet blocking all over
    Closed grenade gobble spots
    Moved red spawn further back

    2nd point:
    Remade apartments spiral staircase room
    (Not 100% on this, but it is an improvement none the less)
    Adjusted flank cover
    Adjusted left pits cover / spotting
    Hedge clipping
    Adjusted health/ammo
    Closed grenade gobble spots

    3rd point:
    Overhauled sniper sightlines in and out of 3rd
    Sniper should require longer rotations to get good angles
    (3rd is still a super sniper focused point we will see how it goes. "!FB SNIPERSIGHTLINES XDDD11!!")
    Switched out old janky stairs in favor for displacements


    Last:
    Removed water
    Adjusted health/ammo
    Remade right route going into last
    Remove cart stall
    Removed blue forward spawn

    Overall:
    Mass bullet blocks
    Total re-evaluation
    And many many more slight tweaks I cant be bothered typing here.


    Thoughts:
    After placing the pieces on 3rd and last I believe its too much of a blowout.
    Either blue capitalizes on the immediate destruction of red or they fail.
    With the removal of blue forwards after 3rd is capped, blue really gets nothing in reward for capping 3rd besides "The cart cannot be pushed any further back, and we have more time to push the cart". To cheap scape remedy this: I lowered blue respawn times after 3rd is capped.
    We will see if its a good or bad idea soon enough.

    (After typing this I realized barn blitz 3rd does this exact thing! Wow!!)

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  10. PigPig

    PigPig L1: Registered

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    1st:
    Added 2 small hp/ammos near blue spawn
    Greatly improved flow near a point
    Added an escape route for engineers leaving the point
    Pullet in combat near A door
    Cut out crossfire sniping spot into A

    2nd:
    Fixed awkward mini-sentry spot near b
    Improved flow in apartments
    Pulled in combat post 1st
    Added 2nd right route for blue to push (Nostrils)
    Added small hp med ammo to post 1st
    Added cover to apartments flank route
    Removed one way window
    Opened up old 'dynamic' windows all the time
    Pulled in combat in awkward spaces
    added small hp/ammo near apartments flank

    3rd:
    Added cave route
    Shifted everything around lowering rotation times
    Made main taller
    Pulled in combat on the right
    Cut sniper sightlines looking out of 3rd


    Last:
    Remade last
    Goodbye walmart last!!!
    Added forwards for blue while pushing last

    Random notes:
    Added birds
    Added cows

    TLDR: Check images

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  11. PigPig

    PigPig L1: Registered

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  12. PigPig

    PigPig L1: Registered

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    An interpretation based off testco.tf feedback.
    Thank you guys!!!

    All Over:
    Gave cart space

    1st Point:
    Patched up awkward soldier spam angles into 1st building
    Removed claustrophobic cover near bomb cart
    Improved flow for red post 1st

    2nd Point:
    Removed a lot of clutter near choke
    Removed stairway near choke
    Removed nostrils
    (These were removed because they aided red team in having a bunch of angles to poke blue from)
    Reworked flank room and flank
    Busted red hold building near water tower
    (Give red more comfortable standing ground, make more obvious sniper sightlines)
    Made flank building more comfortable to fight in

    3rd Point:
    Strengthened red standing in main
    Opened left shed
    Cut flank distance
    Cut fat overall
    Right now I'm just throwing crap at the wall and seeing what playstyles I like. Those will stick. I feel 3rd is just too decongested for red to viably hold, That's what my brain tells me without seeing anyone fighting on the map. I also feel this version makes more of an emphasis holding inside the 3rd building. To counter this, the point has been ever so slightly moved forward. Could make it too easy to edge the cap as blue. All of these things I will be watching during playtesting.

    4th Point:
    Remade a lot of last:
    Trying to give red a spot to stand that's not awkward, Red has a crapload of cover from main in this version. I wanted red to be able to watch flank and have enough distance from main ubers so they can kite.

    Fuck making lasts man. Why can't I just make a never ending payload map? Hahaha... Ha.. Hmm....


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  13. PigPig

    PigPig L1: Registered

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    Added brainspawn on 1st
    Closed 3rds far right door (2 choke 3rd now, lol)
    Added far left stairs back on 3rd
    Moved 1st forward a bit
    Moved shutter on last to help defenders...?
    Allow players to re-enter their spawn on 2nd
    Added a quick route for blue on 2nd flank

    various small tweaks

    I feel uncomfortable about the flank on 2nd. its going to be busted my gut tells me that. To learn we must fail my friends.

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