Hey guys. Firstly, thanks for the play-test tonight, it was very enlightening to see how real people played this map (very differently to bots, but no surprises there!). Some of the criticisms were expected and and others I hadn't thought about, but they were all very helpful! I hope we can continue the discussion in this thread, which I'll aim to keep up to date regularly as I progress.
For those who weren't in the playtest, the version played tonight can be downloaded here! Please do have a run around and let me know your thoughts.
Now for some pictures to recap:
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This is the overview that you would see in the current build if I'd packed the BSP right!
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And with some annotations to make more sense of it. The red stars show entrances to "Underpass" and the white stars show entrances to "Upstairs".
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Bombsite B seen from above Middle
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A Bombsite with Double-Doors (DD in overview) below.
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Middle, with Catwalk on the upper left and bombsite B distant right.
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Underpass from T-side entrance, looking towards windows with entrance to Staircase on the right.
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Underpass seen from windows. Steps to the right lead to Bombsite B.
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Bridge in foreground. Underpass and "Side" to the right, T-Spawn to lower left and A-site top left. Steps and ladder in middle lead from Double Doors to Upstairs and Stairwell.
So ever since I decided to design a level around the idea of a bombsite really close to T-Spawn but out of reach I knew that it would divide opinion, so I have no doubt that it will never be really popular with the more "traditional" players, but level design wouldn't be fun if I didn't try out new gameplay styles, so much of my work to come will be in balancing the map more in T's favour than it is right now. I believe the two rounds played tonight ended on 7-8 and 3-8 in CT's favour, but the overwhelming opinion seemed to be that T's felt somewhat "oppressed" in the early stages of a round, due to the CT's achieving high ground too early, and long sniper routes from both bombsites. The options I plan to play around with tomorrow are:
- Move CT spawn to B site so they can't reach A site so quickly.
- Move T-Spawn up to ruins area and build huts/cover around them so that they're less exposed early on.
- Provide more cover on bridge from underpass windows, as well as smaller cover to dash between on side leading down to underpass.
- Block the underpass window closest to CT-Spawn and place high-vis background behind the other window so that snipers are easier to spot.
More general things on my to-do list:
- Cover up irritating peep-holes.
- Make wire fences separating middle from connector in to solid wall.
- Extend metal catwalk below A-Bombsite further around the site to make the site feel larger and reduce incidents of team-mates knocking each other off in solid mode.
- Generally increase the brightness/warmness of the sunlight.
- Fences around water/cliffs to catch clumsy players/bots.
I think the above changes will hopefully address most of the problems mentioned, although I may have missed some comments amidst the thrill of the fight so please do add suggestions and other feedback to this thread!
Here are some changes I'm thinking about, but not sure if they're really necessary at the moment:
- Get rid of Side-Hall to reduce complexity of B-Site when defending. It seems underused anyway.
- Move partition between "Middle" and "Connector" so that "Stairwell" leads to Middle instead of Connector.
Thanks again for your time.