Patch notes
A5- Redesigned C point
- Added new entrance to C route from B
- Added slight buffer to B spawn doors.
- Added route to B pint that leads to A point route
- Added some signage
A6
- Added second spawn door for C
- Opened C a bit more and added side routes back to spawn
- Made the connecter area between A and C a bit wider
- B now takes 1 less second to cap
- Made A point visually more distinct
- New directional signage in spots
- Gave the points capture names
- New skybox and new lighting
My takeaways are:
1. Even with the rework B is still an issue area. The gameplay on it has been improved but it still has issues with being too defendable and hard to push out of. I think I'm going to redesign the area again.
2. C point is vastly improved vs the old C. There's no giant height difference anymore and it's also visually and gameplay wise a more interesting area. Current issues with it is that it's a bit too defendable. With the B redesign I'm going to hopefully fix this but having routing from B havening the advantage on C.
3. I've had some reflections about the gamemode and I think a pretty big issue I'm having right now is designing he points to be defended. Unlike other gamemodes in TF2 team fights don't happen quite as often and players are more likely to trickle into areas than have a big, organized push.
I don't think there is a way to fix that really, and if there is it'd take way too much time and effort than I'd want to spend. So instead, I'm going to try and cater to how it plays now. I need to make it so points can attacked and defended by a trickle of players. Having spawns be more removed from the areas and points being in a more open / neutral area I think are the first steps to doing this.
4. Some of the routes between areas might be boring? I'm conflicted on making the routes between points actual areas because I don't want people to spend too much time there / set up. Maybe I could have them lead into a lobby type of space? Not sure.
5. I like the new lighting.
Screenshots below.
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