After gameday, and with a large list of feedback to go down, I've gotten cracking on Tombfort B2. I'm thinking of some pretty radical redesigns to pump out in the future, but I'm gonna keep it simple for B2.
Here's the big changes so far:
The exit from the spawn has been redone. There's a nice little window to the outside world in front to create a better sense of direction, the passage into the ruins has been made much more blatant, and the walls have been knocked down, opening things up a bit more.
I remembered to put in the Portable Toilet model like I wanted to. Much less importantly, I opened up a passage through the little Egyptian buildings on each side of the pool, with a path leading to the little island. For some reason I didn't put any lighting in there yet. This is a change that's been suggested quite a few times that I've been a bit resistant towards, but I think it makes the back half of the map much more important than it had been and gives another path around the main route that doesn't require you to go through the water.
A rather interesting complaint was posed to me at gameday--the darkness of the underground tunnels belies their importance. It's a thin line to walk along; I want the tunnels to be dark because they're...underground tunnels, but it's a very fair point that they look much less useful than they really are. I'm not going to brighten it up too much--this screenshot if anything is way too far in the other direction--but it's something I plan to work on.
I've never felt too pleased with the first spytech room on the main path. I did a little tinkering around with it to make it a little less bare. More computers, that perilous, stupid-looking stack of wall computers is gone, nice lil wall dinglies. Wall...out...things...wall bumps...makin things less flat...
I've heard a lot of complaints about the back room of the intel area--namely that it's useless. The reason I have it in place is something I feel is rather crucial though--I wanted the player to have multiple approaches when exiting the vents, given that there's a height advantage for defenders in the intel that could easily be exploited. I wanted the player to have a choice to take the other vent and go around so that a sentry couldn't just be positioned right above the vent and leave you with no option but to turn around.
It's very rare that CTF maps have you turn completely around when you get "stuck"--typically, the maps provide you with a semi-safe "loop" so you can get a different perspective. Examples would be as small as the two hallways into 2fort's intelligence room, or the passage going back down into the sewers from above in Doublecross, As the map stands right now, I feel having this little loop in the vent system is completely crucial, even if it isn't blatantly obvious as to why.
What I'd rather re-examine is this hallway into the intel room. It only exists to begin with because players felt it was rather iffy to only have that vent system going into the intel room from the water path, but the vent system, and the main passages through the map on a whole, have changed significantly since then without me really putting more thought into this hallway. My thoughts are that I should rework this room and differentiate its path from the one the vent system takes. Rebuilding this room will give me the opportunity to provide a little more breathing room in the underground ruins as well--it's
slightly too cramped down there, I feel, and I've never felt satisfied with how the ruins are essentially just a straightforward series of 3 rooms.
Other changes I want to do are add a little more detail to the interior entrances of each base--I don't know how I was unable to recognize how barren those walls are in the blue base--and I want to add some guiding passages denoted by hazard strips like Badlands has, which Egan recommended to me.
Lengthy post, I'm basically using this thread as my little update diary but who cares!!!! I'm motivated!!!! Gonna get shit DONE!!!!!!