Shortpeak

CP Shortpeak a7a

S

saph

Sorry this took a while, I had some things going on, but I wanted it to be thorough. I'm looking at this point from a 6s standpoint, where I mainly play medic, but I used to play both roaming and pocket soldier (and still do in pubs). I can see this being successful, and with some more work, I'd love to see it back to a 5CP form. The pathing, geometry, and contrast makes it look unique and interesting. Good luck with it! *dumps feedback*

Rollouts

Overall, I found the rollouts to be fairly straightforward. However, there are obstructions with both walls and a few of the railings. Obviously, practicing helped me improve them, but the height drop seems to be too much. For a demo, the rollouts would be similar, but a lot easier to execute.
Rollout Analysis
http://imgur.com/ECGmzhz - These are the four rollouts I tried for going from spawn through main to lobby.
  • The green path was the first one I tried, and the first few times, I either hit the railing by the drop, or had to do a pogo off of it. After a few tries, I strafes towards the wall and slid off of it. This was more effective than doing a normal jump. Still, it is pretty easy to hit the 'main wall' high.
  • The orange path was easier, as my second jump was further away. If you strafe around the pillar, and pogo between ~64u and ~192u from the main door, you can slip through and surf up the stairs on the other side. The hardest part was hitting the last pogo, but after I got it, the next two rollouts were easier.
  • Both blue rollouts were easy, it depends on your preference of strafing. Either way, when I initially jumped, I slid along the 'defensive' room (with pickups), or got caught on the corner. You can either jump off the block by the point, or strafe outwards, landing past the steps. Either way, you pogo and angle towards the door. You don't have to pogo to get through the main door unless you had too much of an arc.
  • Even though I find it easier to jump off the right side, the purple path was probably the easiest as long as you strafe away from the railings. Since I preferred to pogo right before the door, I went outwards more, but it really just connects with the left blue path.

Sightlines
Overall, the geometry is clean, and the angles are decent. There's only two sighlines I concerned about, but they might play fine. The lobby's sight is pretty major, but if you're pushing through it, a sweeping team strategy will work fine.
http://i.imgur.com/39WdHgU.jpg - You can pretty much camp spawn. By moving slightly to both sides, you can also cover both entrances to the 'defensive room'.
http://i.imgur.com/L4PTjYG.jpg - This is almost a one-way shot for the defensive side from right outside of spawn due to the angle and doorway. This would help a) shut down a push, b) get a pick), or c) just plainly call the push.

Strategy
Overall, I think the point and lobby is solid, but need tweaks. I could see it being very successful with slight changes to scaling, variation, and other feedback.
Strategy Analysis
http://i.imgur.com/kOiKEOJ.jpg - From main, this is pretty much a one-way push. If you can Sticky or Rocket jump, you'd be without medic (unless they have a Quick Fix). The steep wall poses both as a massive height advantage, and limits the potential for the offensive push.
http://i.imgur.com/sMRTTMN.jpg - The sight from both sides of lobby is pretty major, but the wall (on the left) does block a decent amount. If a team is pushing out of last, they can get a clean pick, but I find this to be necessary due to the way momentum plays out.
http://i.imgur.com/RO8ctLi.jpg - The main door placement for lobby is excellent, as it provides neither side a huge advantage unless the defender is playing the corner sightline (on the left). If there is another entrance on either side of this, it might be too easy to conquer the lobby, and push to the point.
http://i.imgur.com/V5IsNZs.jpg - By playing this sightline, you can very easily clear out most defenders in the back. If a demo take a more aggressive approach (by the doors), they can easily clear out the 'defending room'.
http://i.imgur.com/o0ELxeG.jpg - This staircase is massive, and provides a decent advantage for any offensive push. I find that this would be the hardest area to hold (defensively) due to the height difference.
http://i.imgur.com/SqFbShi.jpg - The purple path is very short from the doorway to the final point, and the advantage mentioned above only gives a team more reason to use it. The maroon path is exposed to the left side of spawn, and the angle makes it give up too much information on positioning. The orange path is only really viable for soldiers and demomen, but that still requires a decent amount of health to jump it. If a team decides to come through that side of main, the medic can provide an overheal which will last shortly after the jump (if not reconnected). The green path is fairly straightforward, but the fence requires a jump-crouch to get over.

Suggestions
http://i.imgur.com/xGxlUOf.jpg - I'd make a rollout window here, as used in Glassworks, because it not only makes a cleaner rollout, but it can also help the offensive push (via Stickybombs).
http://i.imgur.com/YNW1BlL.jpg - This staircase is pretty long, so you can easily surf up it.
http://i.imgur.com/SqFbShi.jpg - I'd scale the distance for the purple path due to how short it is, provide a little more cover for the maroon path, and make the green room smaller (there is a lot of wasted space).

Overall, I'd:
  • play around with cover and barriers because it feels very open for picks and bombings.
  • scale down the height advantages present in the balcony in lobby, the staircase to the left of the point, and the drop next to the pillar.
  • keep a lot of the shapes, he forms are excellent.
  • keep the waterfall, it looks beautiful around the point.
  • extend the wall of the 'defensive room' or rotate one spawn exit (so it's like Nucleus' main exit).
  • brighten up the whole thing a bit.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Heres a booty slammin licious post about the new last you got

q8EBigU.png


i2meCZh.png


Oh shit, forgot to do the text. Basically I feel that this entrance is way too big, and feels kinda out of place as a result. I understand it for RJer's and shit though, so you might keep it.

4XioG8b.png


9vWQoiT.png


Alright, here is that theory shit you ask for

9NBLmfk.png


xHv08Yq.png