Damn, I'd forgotten I've made a topic about this and I was almost gonna make a new one.
So here's the new overview of the latest update:
I believe I've dealt with most of the issues that were brought up in the last playtest, mainly the middle area. I've previously fallen into the trap of ignoring the feedback completely reworking areas instead of fixing what's wrong with the current ones, but this time I had to do some big changes to mid. It was overly complicated and very long to rotate through so I've simplified it a lot. Changing middle also required me to rework the entrance to A site, and I also had to get rid of the upper area that was outside the warehouse because I couldn't justify it's existence thematically.
I've also changed the color theme of the map, as I've put into use some of my own textures and models. The reference was more grayish and had cyan green, which I tried but I've come to the conclusion that it's not very good on the eyes, or at least it doesn't look good with the construction theme. Instead I've gone with more warmer colors: yellow and yellowish green. The rocks are also placeholders and will be replaced with more high quality models and materials.
I've shortened the travel times to choke points overall, even as far putting the CT spawn in a quite awkward position, which was necessary due to the long distance between the sites and the choke points being too far from the CTs.
So here's T spawn:
Only thematic changes. I had get rid if the large cliffs.
Here's B Long:
I've done some more detailing on the outside and I'm working on making it more obvious that jumping down is going to kill you. I don't want to block it off completely, since I think it takes away from the gameplay, and I hate it when people complain about this with no justification.
Since I got rid of the crane in T spawn, I decided to move it here:
And this is the area some people complained about in the previous versions:
The problem with it was that CTs could run up to underneath the yellow containers and it was very difficult to clear. I didn't want to get rid of this one way, just for the sake of this one problem, so I did some other changes in an attempt to fix it. I've lowered the ground so that now if CTs drops down, they will make noise and with the new timings Ts should be able to hear it. There's also water for extra noise. I've also blocked off the corner in front of the containers so CTs can't hide there. I'm still thinking of how to make it easier for Ts to clear that spot under the crates just in case someone has snuck in, but I think overall the elevation change adds an interesting dynamic to the way this area is played.
And yes, you can still look through the crane.
This is the new middle area, looking from B connector:
It might be difficult to understand from the screenshots but the building on the right at the second screenshot is basically upper A and it is controlled by the CTs. Ts also need a boost in order to get over that railing so they're gonna have to use the door most of the time. The direction they are coming from is the left side on the big concrete base for the legs of the statue.
Here is a screenshot from inside the door room:
Looking into A site on the left.
And there's also that boost spot where the blue tarp is. It requires a boost from both sides. I don't know how often this will be used but it could be used to surprise the CTs or from CTs themselves to make a peek for information into A main or go for an early frag. It also adds some treat for a CT playing door and so he needs to be more aware.
And this is where it comes out onto the site:
Not many changes have been made to the site itself. I'm considering blocking off the big gap behind the site, but it's just more exciting when it gets chaotic with smokes and flashes everywhere and there's also the danger of falling to your death.
Now here is A main:
This is the choke point as it approaches the site. Changes were necessary because of the route to mid. It's not much different from the last version, it's only pushed back a little towards T spawn and the angles are a little different. You can also jump on the yawning roof of the building to the left. Probably gonna clip it off. Needs some more testing. But yeah, this way it's a little safer for CTs to push up if they so desire, because they have this hidey spot where the wood is leaning in the corner and the catwalk to mid is now halfway lowered so they don't need to do 90 degree flicks upwards.
Here it is from another angle:
You can see there's a ladder at the end and it leads to the main route to middle and also looks straight towards the boost.
And this is the T side of middle:
There's the boost to the right and to the left is the other entry. This boost could be very powerful for CTs but it's also very exposed. Might not be used very often due to how close it is to the main path to mid, but I still think it will have some interesting implications.
B site is still the same in terms of layout:
Am I posting too many screenshots? Probably not...
I'm gonna try to put it on the workshop by the end of the week.