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CP ro3pont b1c

terrible bridge-related decisions

  1. pont

    aa pont look at my fursona

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    ro3pont - terrible bridge-related decisions

    for a brief, terrifying moment, it was looking like only two passtime maps would make it to the end of the major segment of ro3
     
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  2. Gravidea

    Gravidea L2: Junior Member

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    I always love it when people line up corrugated metal against fences like the way you do it here. I often do it on my own maps. It's the little details that counts! Keep up the good work, can't wait to see where this map goes!!
     
  3. pont

    aa pont look at my fursona

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  4. Idolon

    aa Idolon the worst admin

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    summary of how i felt from todays playtest:

    A has neat geometry i think but red can defend from behind a corner that blue can't flank and its not interesting to play. felt like i had several moments where we had successfully cleared the point, but suddenly 6 red players would appear and push us back. you could either add flanks for blue to counter that spot, or move the point forward so that that corner is less effective for defense.

    I barely played B. i think the bridge kinda sucks as a gameplay space because its just a big sightline with no cover. if i try to hold forward as red, and i get met with a wave of blue players that forces me to retreat, i have to walk such a long time before im back in cover, so im basically Going To Die. not worth the risk unless i've got a lot of teammates with me and an uber ready to go. also, the high ground area is pretty large and can make it easy for players to accidentally slip past each other. makes the connector difficult to "clear" from red's perspective since they have to go out of their way to find players hiding upstairs.

    maybe this would play better once red learns to hold back, but the space between the point and where red can comfortably hold forward is pretty small and makes the gameplay kinda stale. you could move the point further back to create more space for gameplay to happen, but that's going to inflate blue walk times maybe?? idk. i'm doubtful that having the main route to B go through that long thin bridge will ever work and i would suggest exploring an A->B redesign that makes the bridge a flank rather than a main push.

    defending C had like no options or cover and needs development. feels unfinished.
     
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  5. pont

    aa pont look at my fursona

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    a2 changelog

    - changed A
    -- the capture area is further away from RED's entrance, allowing the previous direct entrance to act as a flank
    -- added a medium health kit nearby the point, positioned to help whoever's holding the capture zone
    - changed B
    -- rearranged bridge interior to make it a better combat space
    -- RED should find it easier to push out and clear the high ground
    -- high ground does not go as deep into the flank now
    -- added a small area for BLU to safely avoid the sniper sightline on the low ground path
    -- removed forwardmost half of capture area
    -- increased amount of cover in capture area
    -- raised horizontal mullions and made mullions nonsolid
    - changed C
    -- large changes to BLU approaches and RED routing
    -- actual designated engineer zone
    - fixed teleport trigger in RED forward when it closes
    clients flag isn't checked by default. every fucking time.
    - fixed delay on RED forcespawns when a team is captured
    turns out i might've been forcefully spawning half a team into gay baby jail.
    - clipped shack before A
    oops.
    - fixed trigger on oneway door near A
    - fixed C cap plate not changing skin on capture

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  6. pont

    aa pont look at my fursona

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    a3 changelog:

    - changed A
    -- moved outside pickups into a slightly more vulnerable location.
    A played about how I wanted it to, although it fell a little too decisively for some players' likings.
    - changed B
    -- removed Window Gameplay
    it was an interesting idea but not appropriate here. RED got easy shots from a pretty nasty defensive position and players didn't expect it to be open, wanting to focus on fighting in the choke instead of through the windows.
    -- added another route into point building
    this should give BLU more opportunities to dislodge engineers and will pull some of RED away from the other side of the B approach.
    -- added large ammo pack to high route
    engineers should feel more comfortable setting up forward positions here.
    -- added ledge to high route to allow attackers to clear the area a bit before committing
    -- opened up small back corridor a bit and added small pickups to help spies
    -- filled a blind corner that BLU could have trouble clearing
    - changed C
    -- opened up second C approach through main route
    main was a huge choke corridor you had to majorly commit to - attackers now have another option for approaching the point. engineers were too hard to dislodge, so an extra angle should help with that.
    -- improved player guidance
    main didn't stand out and was easily missed - some detail density should draw players' attention.
    -- opened up middle window of the small flank building
    holding this building should require more significant effort from RED. an extra open window drastically reduces the amount of cover it provides from the opposite windows.
    - improved player guidance when leaving BLU forward for C
    - fixed RED forward spawn door trigger not disabling on A capture
    - clipped a bunch of metal sheets i ignored until people complained about them

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  7. pont

    aa pont look at my fursona

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    a4 changelog:

    please stop praying for BLU team they have become too powerful and we cannot stop them

    - round timer caps at 8 minutes (down from 10)
    - RED respawnwavetime starts at 7 (down from 8)
    - A changes:
    -- capture time increased to 30 (from 10)
    BLU taking A tends to be fairly decisive, and RED had a hard time establishing at B before BLU arrived. this should give RED some time to breathe.
    -- A capture awards 4 minutes (down from 5)
    -- added a slight bit of cover before the entrance by the chickenwire
    -- added some small cover and a prop jump up to the higher ground by the other entrance
    this should help RED feel safer in holding on the point instead of behind.
    - B changes:
    -- capture time increased to 20 (from 12)
    similarly to the first point, RED were left scrambling after a B capture.
    -- B capture awards 5 minutes (down from 6)
    - C changes:
    -- RED respawnwavetime decreased to 8 (was 10)
    forgot freezecam adds around four seconds. whoops.
    -- added a dropdown into flank
    RED had little options to dislodge BLU from the high ground. another rotation into the flank should help.
    -- switched out a blocked door from wood to chickenwire
    most RED players did not realise this was a route. visibility in helps see that it exists and if BLU are pushing through it.
    -- added some extra resources near the point
    -- blocked a headbug
    - moved some pickups before the bridge forward a little bit

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  8. pont

    aa pont look at my fursona

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    a5 changelog:

    - lowered the rock by BLU first spawn to make it harder to get cheeky jump shots over the shack roof
    - A changes:
    -- increased capture time to 35 (from 30)
    - B changes:
    -- removed small health and medium ammo in the short route
    -- added medium health and full ammo by the boarded window
    RED should be encouraged to hold around the point building and adjacent areas instead of forward where they'll be wiped and rolled.
    - moved health+ammo before bridge back into the corner
    making these pickups more in-the-way did, as intended, make RED team feel like they could hold the area more. unfortunately, this meant that they were mostly dead when BLU pushed through, and B never got contested. oops!
    - adjusted BLU's side of the bridge to make it a little less cramped feeling
    - added a shortcut door between B and C to decrease travel time. the door closes when B is captured.
    - C changes:
    -- increased BLU respawnwavetime to 3 (from 2)
    -- blocked middle window and added glass to the near window of the small building at C
    i had originally left the mullioned windows open to try and indicate that they were only playerclipped, but it seems like even through a few versions people never got used to it. fair enough, my bad.
    -- replaced separate dropdown and staircase in the back of the flank with a single stairwell that connects main, basement, and upper
    - moved resupply cabinet in RED last spawn way further from the door
    - RED spawns closer to the doors of their last spawn while defending B

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  9. pont

    aa pont look at my fursona

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    a6 changelog:

    twice during a single test RED had an extremely strong hold that has never happened before. hopefully that was the exception and not the rule. the strongest A hold has been weakened a bit, in case it was because people are more familiar with the map now.

    - A changes:
    -- moved pickups to a more vulnerable position
    -- reduced capture time to 30 (from 35)
    -- added a window by the raised area beside the capture zone
    -- punched a really big hole in the wall (i am very strong)
    - B changes:
    -- added an extra route for RED to access the elevated area beside the point without having to extend forwards
    -- added a high ground above the capture zone with medium ammo and some cover
    -- the short route now opens very, very slowly
    -- jiggled the bridge around
    this should be more of an actual combat space now, though definitely on the tighter side. if this plays well but still proves too confined, i'll try and add more routes that aren't just One Fucking Bridge. i promise.
    - C changes:
    -- opened up part of the high ground
    blast classes will find it easier to spam and blast jump here.
    -- widened the staircase from main to high ground
    less of a choke and more of a combat space now, hopefully.

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  10. pont

    aa pont look at my fursona

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    a7 changelog:

    - fixed door timings on A capture
    thought i named some doors separately and didn't think about it when setting a delay. oops.
    - readded a missing brush by the fence near the bridge
    - B changes:
    -- changed back wall. RED have direct access to the point and high ground area now.
    -- switched positions of full and medium ammo near capture zone
    -- added medium health kit to back staircase
    - C changes:
    -- blocked up middle window at high ground

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  11. pont

    aa pont look at my fursona

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  12. pont

    aa pont look at my fursona

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    b1c changelog:

    - fixed RED's side of the B short route opening half as fast as BLU's side
    - minor clipping fixes
    - fixed a few small nonsolid props
    - visual touch-ups

    Read the rest of this update entry...
     
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  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Thank you for saving us from the nightmare of only passtime submissions :p