pl_rose - Watch out for thorns! experimenting with open areas and cramped areas. i have a jumppad problem
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. Read the rest of this update entry...
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. Read the rest of this update entry...
Major changes to 1st and 2nd Added godly sniper sightline on 2nd lol quick and dirty. Read the rest of this update entry...
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. Read the rest of this update entry...
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 Read the rest of this update entry...
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. Read the rest of this update entry...
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!!) Read the rest of this update entry...
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 Read the rest of this update entry...
Major last rework Removed weird post 2nd spawn system Added solid cover to 1st Widened 1st main choke Added crate to corner of post 2nd choke Read the rest of this update entry...
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.... Read the rest of this update entry...
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. Read the rest of this update entry...