PL Snakesand A4

Sandsnake? Never heard of it. This is the only desert payload map I've ever made..

  1. Uncuepa

    aa Uncuepa

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    Snakesand - Sandsnake? Never heard of it. This is the only desert payload map I've ever made..

    Essentially a complete redo of my old map.

    Snakesand is a big Upward and Cactus Canyon inspired single stage payload map featuring:
    • Cliffs
    • Lots of way to fall off of those cliffs
    • Underground tunnels
    • Cliffs
    • Possibly bad performance
    • Cliffs
    • Verticality sure to confuse people for at least the first 2 rounds
    • Hopefully functioning spawns PLEASE
    • An explosion with no particle effect that opens a new route for attackers
    • And bits of vertical or near vertical rock formation
    Will this map get done? Unlikely!
     
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    Last edited: Jul 19, 2017
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Do u even clip bro

    Srsly nothing is clipped off, I can rocket jump anywhere
    20170718092444_1.jpg 20170718092519_1.jpg
     
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  3. Uncuepa

    aa Uncuepa

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    I forgot to toggle clips, I discovered it 20 minutes after uploading
     
  4. Uncuepa

    aa Uncuepa

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  5. Uncuepa

    aa Uncuepa

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  6. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    looks neat. i like the theme and how it looks so far i hope you get complete it and have a good time making it ;)
     
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  7. Uncuepa

    aa Uncuepa

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    Playtested during the US Imp and had the help of @Red Robot filling up the Aus server this afternoon and got some good information on improving the attacker experience.



    -Improved dividers in Blu spawn to prevent spawn killing


    -Additional cover outside Blu spawn

    -Removed lower door to Dropdown House, leaving the Blu sided door as the only entrance aboveground


    -Added crouch jump from first point to high ground


    -Widened underground main entrance

    -Widened catwalk from underground
    -Added structure around catwalk lower



    -Added additional mine route from underground


    -Improved cover coming out of underground to prevent cheeky snipes

    -Raised sky limit to prevent donkin ya head


    -Opened cliff route on aboveground

    -Increased Blu spawnrate when attacking third

    -Clipped surfrock to make the surf route easier for non-jump classes
    -Added platform to land on after surf route for non-jump classes

    -Additional pick up balances



    Read the rest of this update entry...
     
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  8. snowsquirrel

    snowsquirrel L3: Member

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    Don't usually like payload but this looks really cool
     
  9. Idolon

    aa Idolon the worst admin

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    I complained a lot about this map in the last imp and I talked about a thing that I'm not sure makes sense without pictures, so I drew one.

    [​IMG]

    There's a distinctly Upward moment where the cart enters a cavern while there is still playable space up above. Upward (and Badwater A) do this in a way where the upper route offers height advantage and therefore control of the area, and that height advantage can belong to either team. Red wants to hold onto that high ground because it gives Blue a great opportunity to wipe out any defenses they have on the low ground (as well as an opportunity for them to keep Red out of the area while other members on the team push the cart).

    Snakesand feels like it treats the higher ground as the "default" of sorts, where Red basically already controls the high ground without trying. Red doesn't have to hold forward to keep Blue from getting a height advantage over them because Blue never has a height advantage. This gets multiplied by the fact that Blue starts spawning inside the cave before they've pushed out (Payload CPs should mark the end of a difficult push, not the start), but I think the lack of advantages for Blue is the bigger problem.
     
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  10. Kobolite

    aa Kobolite Eternally floating through time and space

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  11. Uncuepa

    aa Uncuepa

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    Imp test provided some decent information on last and how players navigate first to second, in particular the flow of players heading underground. Evidenced by @Idolon there's a perception this is meant to be upward style. This is a failure on my part to properly direct players underground. The above ground isn't meant to be a main route like upward, but instead a minor flank that puts attackers at risk of getting caught by a respawn wave. The focus is entirely underground. To emphasise this, I've opened up the main entrance to underground, added a ramp near that entrance and added signs/shifted cover to draw eyes to the entrances. I playtested A1B for a couple hours and after a teams second or so attack they learned to play almost exclusively underground. I believe the root issue is how players learn the map. It doesn't teach the player about the underground in a natural manner. Thanks for the ideas @theatreTECHIE again. On top of that I've opened 2 additional attacking entranced to last. It should be a much more level fight now. If this fails, then I will revisit the design of aboveground.



    Read the rest of this update entry...
     
    Last edited: Jul 27, 2017
  12. Uncuepa

    aa Uncuepa

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