Yay, it's A3! This version aims to fix some of the horrible gameplay around points A and B - B in particular was quite awful, with RED practically spawning right on top of the point. Though, I've only moved the spawn slightly back, so the gameplay might not be completely fixed just yet. I really focused much more on changing the cover around A, changing Sniper sightlines and Sentry spots to be more interactive and limiting RED's options. Since I prefer making small changes to large changes, it might take a couple of versions for me to throw away this cowardice and change the map in a meaningful way.
Anywaaay, changes listed are:
-Middle spawn door in BLU's first spawn moved down and merged with the side door - this serves to create a "main entrance" for BLU, while removing the fall damage and riding on the electrified overhead rail with ease that the previous version had.
-Major revision of gameplay around A and B - the general focus was to remove remaining elements of Mannpower gameplay, focus on the strengths the double-tiered gameplay provides and stop RED from camping so hard. Some of the most significant changes here are: -Enabled every class to go through the hole in the wall on A instead of just blast jumpers -Tweaked cover, removing some of the worst Sniper sightlines but adding new ones -Removed a wall on the lowest part of pre-A that leads to the left flank and moved the health and ammo pack there to be more visible to attackers.
-RED's first spawn was moved back and split into two exits - the "primary" one leads to a one-way drop which leads to a courtyard which allows RED snipers to shoot along the tower's track. The other one simply leads inside RED's area to defend B from.
-RED snipers have been restricted from shooting along the tower's track unless they're in the new sniper courtyard.
-A block has been added to RED's B area to prevent attackers coming from the left flank being shut out easily by spammy classes.
-Signage indicating B has been moved to this new block.
-The window which RED used to access the area which is now the sniper courtyard has been replaced with two gaps in the wall - the other window, which led directly to B, has been clipped off and nobuilt.
-The left flank to B has had some of its roof removed, a curved wall added and stairs along the tower track which allow BLU to access it more easily - this should help to stop RED camping there.
-A wall has been added to the back of "pre-A" to shorten Sniper sightlines and make them more readable - this has also moved the full ammo pack further forward.
-The upper rooms of RED's B area have been completely removed.
-Some high-up areas have been nobuilt.
-A tiny wall sticking out onto the tower's track has been removed.
-The red walls of RED's B area have been replaced with light-coloured walls, and the whole area is much better lit
-The SunSpreadAngle of the map's light_environment has been lowered from 2 to 1.5, since shadows before were quite ambiguous.
-BLU's first spawn is now slightly better lit.
-A
very small amount of thought has been put into making the geometry "less noisy" and "more TF2-like".
-The triggers for the doors in RED's first spawn are slightly bigger.
-Some clipping has been done on some of the corners of the map. Note that more still needs doing.
-The electrical humming around the electrified overhead rail has been completely removed. Now you get to complain about the fact that there's no indication as to why the rail deals damage to you! Rejoice!
-The death pit at A has been lowered 192 units.
Screenshots of changes:
The new Pre-A, including BLU's spawn. Note that the cover is different and the middle door has been lowered. I should have redesigned the spawn completely if I'm being honest. That'll have to wait for A4.
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The wall that previously hid the health and ammo pack is gone. Did you notice? Do you care?
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The hole in the wall has been changed for a tunnel and a ramp leading above the tunnel (center and right frame). This helps to counter annoying Sentry spots and generally flank enemies.
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The left flank to B. The ceiling has been taken out and a ramp has been added, allowing easier access for BLU. In the far right frame, you can also make out RED's new sniper courtyard.
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This shows most of the changes to B nicely. Notice the sniper courtyard on the right, the gaps in the wall in the center and the moved signage which obstructs vision between the left flank and the interior of RED's B area.
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The next two images show the sniper courtyard - the first shows the position of the new primary spawn exit, while the second shows what you see after exiting it and ascending the ramp. Note that in order to access the powerful sniper sightlines, you'll need to jump down even with no easy way up. Below the arrow pointing left is a small health and medium ammo pack which should help you survive.
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Finally, we have the interior of RED's B area. Notice that the upper rooms are gone, it's much brighter and your sightlines are more limited. I designed this area to encourage RED to actually leave, since this shouldn't be the strongest way of holding B. It ought to be much more interactive now, since RED should want to jump out of the windows onto the tower track or sniper courtyard, instead of just setting up invincible Sentries and Snipers here. The window sentry is still kind of OP though.
Read the rest of this update entry...