The site's demo feature is broken, so unfortunately, this version has almost no feedback! I did get to play it, but what is one player's perspective compared to 24? I gathered the feedback was mostly positive, and I'd like to think it's not just my own biases saying so. Hearing, "This is what Harvest should have been" on a KoTH A1 is really encouraging!
Despite my expressed intention, engineers and Medics complained of feeling exposed. The rooms adjacent to the point and the area left of the shutter are meant to be relatively safe, but that didn't seem to pan out.
- Lowered the big door to the point to cut sight lines from the roof
- Opened up the depression the long side tunnel opens into to put players coming out at a more immediate disadvantage
- Added a barrier between the spawn shutters. A sniper standing in the shack can't see both, so the slanted door and the boxcar route get a reason to exist
The biggest piece of feedback was that the height over the point was a little too punishing to classes which don't have easy access to it. I don't think the height itself is a problem, it made sure the point changed hands, it's very difficult to get a foothold in a room it's impossible to be safe in.
Spamming from the height would ideally be a way of drawing the other team off of the point to come deal with you. But because you can only get to the roof from the stairs by the death pit or in the house without a rocket launcher, it's basically incontestable.
- Removed the elbow from the house. This was also to better focus combat on the point.
- Added a short staircase and crouch jump to get to the roof that's hopefully separated enough from the point?
- Added beams above the left door to the courtyard to protect players coming out of the leftmost door to the courtyard
- Moved the health pack to the cubby left of the big door
Bug Fixes
- In A1, the secret train made its way to the origin and caused the point to make train sounds. The point should no longer do that.
- Fixed some soundscapes which were missing from the windows of the Blu sniper room
Decorative fixes
- Removed a skybox texture in one of the subway tunnels, which let sunlight into what should be a black void
- Moved the black brush that covers where the trains despawn forward, to prevent the train from being seen while it's stationary
- Parented the dynamic props to the secret train to prevent the map from being haunted by a ghost train
- Fixed a visible displacement seam outside the shack beside the death pit
- Fixed a visible displacement seam near Red's warehouse
- Added ground to the other side of the subway trench
- Added a control point sign above the big doors to the point
- Added a Blu Freight & Shipping sign in place of Red's Redstone Cargo sign
- Extended the stilts that hold up Red's shack deeper into the water
Quality-of-life changes
- Removed clipping from the top of the shutter frame to make it easier to jump onto the consoles
- Sticky bombs now bounce off of the top of the shutter, so demos can no longer place invisible traps
- Enabled collisions on the tugboats and added a kill trigger
- Clipped the clutter in the yard to make it easier to jump on them and place buildings nearby
- Marked the edges of the door shutter triggers on the point with hazard tape. If this conflicts with the hazard tape on the point, I can find a new texture.
- You can now step up onto the window sills in the sniper deck by walking into them, so you don't have to stop to jump through the window
- Lowered the ground in Blu's train trench and added "Watch your step" signs to make it clearer it's a death pit. The ocean seems like a more obvious death pit, so I don't think I'll put those signs up on Red's side.
And now, for a few known unknowns.
People seem to be split on the shutters. Whenever somebody would complain, "shutters bad," someone else seemed to contend otherwise, and nobody on either side said why. Do they enable attackers to contest the point too passively? Do they let defenders defend in the same way? Would the map be better with a wall in their place, or a big hole? Should I have asked these questions during the Imp?
Nobody mentioned the eight-second cap time, that's as low as the lowest KoTH capture time in the game. Is this a problem? Would Mid play better if it had a 12 or 16-second cap time? Is it better, given the nature of the rest of the point, that a team only needs a weak hold of the point to capture it?
Like I said, I have no demo to review. Sorry about the lack of sweeping changes, the goal of A2 is going to be to address these lingering questions.
Read the rest of this update entry...