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CP Snowbase b18

Two Stage 2CP A/D set in a spytech base on a mountain island.

  1. Idolon

    aa Idolon the worst admin

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    b13 s2

    STAGE 2 ONLY VERSION

    OVERALL:
    -Raised some ceiling stuff to reduce head bumping

    B:
    -Shortened blue respawn wave time from 3s to 2s
    -Moved blue forward spawn to further forward location to reduce walk times. Kept old room as a branch just in case of spawncamping
    -(Previous two notes make respawn times and walk times more or less identical to Gorge B)
    -Split flank into two different routes to give each option more importance. One route now goes directly to back balcony while other goes to point
    -Removed side room from main route to simplify push
    -Moved health/ammo in lower pyramid room to new cubby
    -Added health/ammo to garage right before pyramid room
    -Removed health from B sentry cubby

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  2. Idolon

    aa Idolon the worst admin

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    b14 s2

    STAGE 2 ONLY VERSION

    A:
    -Nobuilt air conditioning units
    -Reduced ammo at far roof flank to small

    B:
    -Mirrored point room
    -Widened main route to point
    -Moved flank to far side of lobby
    -Reworked in-room balconies at point
    -Removed medium health from garage, moved medium ammo to far stair landing
    -Moved pyramid room health and ammo back to computers
    -Reduced ammo at pyramid room red side balcony to small
    -Enlarged ammo in flank to medium, added small elsewhere



    This is a bit of an experimental version with a major change to B. I'm not 100% confident and may undo it if things don't work out.

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  3. Idolon

    aa Idolon the worst admin

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    b14a s2

    STAGE 2 ONLY VERSION

    OVERALL:
    -Misc detailing, clipping

    B:
    -Change prop stack in pyramid room to make prop climb more visible
    -Added a fence to flank
    -Removed a fence from flank
    -Added glass wall at far B flank to nerf bombing
    -Moved arrow sign in B forward to reduce confusion
    -Moved stairs forward at red spawn to aid teleporter placement
    -Move health/ammo in pyramid room further forward to give blue a more aggressive hold
    -Add medium health to flank to hopefully benefit blue?
    -Move small health in flank far balcony to a more protected position

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  4. Idolon

    aa Idolon the worst admin

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    I didn't make a post about b14, but I went ahead with mirroring B and moved the flank to the outside. Here's a flow diagram of what B looks like now:

    [​IMG]

    It seems like a better overall design, though it needs balance tweaking, as playtesting right now seems to indicate blue is having a hard time getting into the flank. The gameplay seems more focused and intense, which I want. The main choke is now also twice as wide as it used to be, and gameplay there seems more fun than the previous version. (I say "seems" because I can't play TF2 right now. I accidentally sliced my finger open! I am doing okay, but I cannot WASD.) Players can run across main to take stairs up to the balcony (which then leads into flank) or run even further across directly into the flank.

    [​IMG]

    The flank area itself is roughly the same size as the old flank, which I did to try and ensure that the area was easy for teams to clear of enemies. Most intermediate walls in the area are fences for the same reason. I also brought back the far high ground route into B, which is considerably smaller than it was in b11 and older.

    [​IMG]

    There are a lot of options in and out of B now. I'm not sure if this is too much, but it should be easy to simplify further down the line as necessary.

    upload_2021-7-5_15-29-20.png
     
  5. Idolon

    aa Idolon the worst admin

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    a15 s2

    STAGE 2 ONLY VERSION

    OVERALL:
    -Swapped health/ammo patch colors so white is health and red/yellow is ammo

    A:
    -Removed ammo from cliff flank room
    -Moved large health / medium ammo combo in lower connector more out of the way
    -Reduced health on far flank to small
    -Patched build spot in blue spawn
    -Moved blue forward spawn to ground level to remove perch/tele spot on roof

    B:
    -Raised A cap time reward from 4:30 to 5:00
    -Moved pyramid room bridge to opposite side of room
    -Added stairs to pyramid room for easy access between high and low ground for blue to help avoid splitting the team up too heavily
    -Reworked blue routing to flank for clarity and ease of use
    -Removed fence from far balcony flank route to make it easier to clear
    -Reduced health in pyramid room balcony to small
    -Removed health near garage door in flank
    -Removed ammo behind servers in point room, moved health to other side

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  6. Idolon

    aa Idolon the worst admin

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    I've decided that the lobby before B is too complex for red to comfortably clear. The high ground is a total blind spot that red has no way of pressuring directly, so blue can easily slip past a red push up top.

    upload_2021-8-27_14-8-44.png

    The end result is that red doesn't want to push, so all gameplay happens in the B room itself. I want to simplify this lobby a bit and make it easier for red to clear, which I plan on doing by simplifying the flank and adjusting parts of lobby for better overall visibility. Here's a rough idea of what that might look like:

    upload_2021-8-27_14-5-20.png

    upload_2021-8-27_14-12-22.png

    I'm hoping this also makes the lower route more desirable for blue players. A long hallway into a choke like this is a hard commit, so bringing blue's main corner for peeking / retreating closer to the choke should allow them to more easily apply pressure.

    upload_2021-8-27_14-13-33.png

    In addition, I think I can bring back the red high ground route in the flank. This was removed because, at the time, red could too easily clear lobby by pressuring the high ground. Now that blue has a quicker rotation up, this might not be such an issue, as blue can more comfortably apply counter-pressure.
     
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  7. Idolon

    aa Idolon the worst admin

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    b16 s2

    STAGE 2 ONLY VERSION

    -Added resupply to blue spawn

    A:
    -Added hazard tape
    -Added small ammo under point

    B:
    -Reworked pyramid room layout for clarity
    -Moved blue high ground route into flank back to old location, hopefully makes more sense with other changes
    -Rerouted for easier red access to flank, blue access to back balcony
    -Adjusted cover at main entrance

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  8. Idolon

    aa Idolon the worst admin

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    b17 s2

    STAGE 2 ONLY VERSION

    B:
    -High ground route now only goes to flank
    -Reworked flank to be a more interesting gameplay space with better visibility / clarity and different detailing
    -Reworked point flank area to introduce secondary sentry nest location, simplify routing
    -Replaced point to add cover to the gameplay space
    -Reduced cap time from 10 to 8

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  9. Idolon

    aa Idolon the worst admin

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  10. Idolon

    aa Idolon the worst admin

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    b3 > b18 Changelog (Workshop update)

    Stage 1 A:
    -Adjustments to ammo packs at point to nerf engineer stacks

    Stage 1 B:
    -Reworked flank area behind point to add more gameplay space and offensive / defensive options, as well as a new route from red spawn
    -Added grate to area under bridge to combat spawncamping and make sewer route safer but still visible
    -Changed sewer route from dropdown to stair
    -Added small ammo to sewer for spies
    -Added rock to main blue push area for cover
    -Replaced rock with large tank to make clipping and sightlines more predictable
    -Added bridge to far blue flank

    Stage 2 A:
    -Added small ammo to cliff route for spies
    -Removed ammo from cliff flank basement to nerf camping pyros
    -Added nobuild to air conditioning units to prevent cheeky teleporters

    Stage 2 B:
    -Flipped entirety of point room for sightline management and to move flank so that red cannot sneak behind the main blue setup easily
    -Changed point to pedestal design to provide cover and create more dynamic battles around the point
    -Removed high grounds on either side of point, added new high ground to end of room opposite red spawn
    -Added large "playground" flank area to provide blue access to new high ground and far flank
    -Added new closet near point to give red engineers more options
    -Simplified main choke to make battles less chaotic
    -Relocated stairs to lobby for ease of use
    -Added new stairs from garage to lobby high ground for clarity / ease of use
    -Relocated blue forward spawn to reduce walk times and lead players in the right direction
     
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