pl_sunsetbaytown

PL pl_sunsetbaytown A12_A

Illius

L2: Junior Member
Mar 27, 2016
65
12
Mostly because I have the ABS prop library ones for straightaways and ABS entity library for the curved, and so far I've been too lazy to change it XD
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
Quick shout of thanks to the amazing feedback I got last play-test.
With that said, a lot of issues were made apparent, most notably around the final length. Therefore this update is about trying to smooth that gameplay out a bit more. Objectives were:
  • Give BLU Better Response time
  • Give BLU some form of advantage
  • Remove the massive height advantage RED had
That said, I hope these changes fix those:
  • Lowered the height of the D area by approx. half (instead of a 300hu climb, it's now only 150).
    • Even if this doesn't seem like much, all of BLU's entrances to the area are either only just below to level with this, meaning RED no longer has an overall advantage in height.
  • Added new back area, replacing old corridor that climbed up next to RED spawn
    • The old Corridor made for boring combat, and frustrating if even one RED player happened to appear just before. This new area is more open, and has a few ways around it, which should allow BLU to be able to contest the higher ground more effectively.
  • Added another Forward Spawn for BLU
    • Well, this just makes RED's first spawn now a BLU spawn, putting BLU right next to C
  • Pushed C a tad down the line
    • While D may have been tough to push through, C was the exact opposite: Near undefendable. This change should force BLU to at least have to get a hold on the choke-point for a couple seconds to shove the cart through.
  • Moved some pickups around D
    • A few major problems arose from their previous locations: Snipers could stand in the perfect spot and never run out of ammo, a Heavy could camp an entrance and never lose health or ammo unless he got swamped (Which, if RED had any hold, wasn't happening). Basically, it made an already tough hold that much tougher.
  • Added some Textures around
  • Changed prop jumping halfway to C to a simple ramp
  • Added some additional cubemap sample locations
  • Added additional lighting
I'll see how this plays out and see if it needs more changes. Here's hoping for another good playtest folks!

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Illius

L2: Junior Member
Mar 27, 2016
65
12
Well, last update crippled RED a tad too much, so hopefully these changes help:
  • Shortened walk to field from RED Second Spawn
  • Extended actual spawn room to the full walkway
    • These mean RED takes less distance to arrive, and has cover.
  • Added roll-back zone
    • Known bug I'm trying to fix with it, cart getting stuck after rolling back until somebody pushes it again
  • Lighting improvements
  • Some detailing

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Illius

L2: Junior Member
Mar 27, 2016
65
12
Last playtest worked out nice, with pretty even matches, though D often was decided by a steamroll by either side. Which, granted that means both sides could win, it made teams have to force everything into a single push, so hopefully these changes help alleviate it.

  • Added new route outside of one-way-door on D, connecting the entire side
    • As it stood, BLU had no effective way to try and shove up the corner, while red could just spam from their spawn. This should help give BLU some advantage over that corner, without hurting the overall progression of it.
  • Pushed RED door and lockers back
    • Red could pop out of spawn and had perfect shots at nearly every location, allowing a strong hold with minimal effort. Hopefully this forces RED players to have to consider what to do before they leave, as BLU can punish them more for setting up poorly.
  • Added alternate route around C, replacing old "Drop Hole"
    • It wasn't getting used, and RED had few ways to even access that area, so the new ramp gives a bit of both.
  • Added some textures
  • Improved Lighting
  • Added props to help indicate death pits
  • Moved some pickups
  • Buffed Boat
And some missing changes from last log (whoops):
  • Reduced timers
  • Added door to help prevent RED from going the wrong way by mistake at the start of the game (Opens when B gets capped)

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Aeix

L3: Member
Feb 14, 2016
147
58
I noticed when we were imping this map, that you have used the fence prop a lot. Whilst it isn't so bad in the majority of the map, it really started to get on my nerves at point D. I know this is a small point for alpha, but try to keep some variation. Also, this map is verrrrry fun to play as spy :)
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
Heh, Yeah. It's mostly temporary (when I start actually applying more decorations I plan to mix it up a bit more, especially around D)

Also, I tried to make all the classes fun to play as on the map, and give them all their times to shine (I think the only one that seems a tad shaky on that is Engi).
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
So D was having a lot of problems, mostly that RED's spawn was basically in the middle of it. This change should hopefully control flow of combat better, as well as prevent RED from having full area control.

  • Changed D to be multi-level, courtyard on top, parkade underneath, adjusted area accordingly
  • Moved RED's back spawn
I have no idea how this will turn out so I'm going to watch and see if what other changes will need to follow.

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Illius

L2: Junior Member
Mar 27, 2016
65
12
So I think I may put this map on the shelf for now. I'm not sure where I want to take it, since the last few tests that it has had. I may come back to it down the line, but as of right now I think it's going to be frozen where it stands until I can think up of what I want to do with it.