I think it could work. I'd have concerns that it's too hard for rocket jumpers to get onto the bridge, but there's other angles they could take to hit the enemy from the sides, like jumping over those fences. My biggest concern would be heavies and snipers just spamming shit at each other from either end of the bridge.. maybe lower the approach so you can't see the far end until you commit to the CP.
Or think about putting the CP under the bridge, and put a hole in the bridge so people can drop down onto it.
Whole thing kind of feels to me like 2fort mid merged with viaduct's approaches.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
It was made by the same guy who made Process (ScorpioUprising) which was specifically picked up because of it's involvement in competitive. They brought Standin along with while they were doing all the paperwork anyway. At least that's my understanding.
They've streamlined the system a ton since then so it's easier to bring on maps.
I don't get why the approach to mid is so complex, do you expect/want a lot of fighting in there?
Based on your displacement alpha you have a route that shortcuts the building and goes straight to mid.. is that right?
CP still looks like a grinder to me, once you get to the point there's nowhere to go and you're 100% stuck with whatever gets thrown at you and have zero escape routes.
The route to the side bypasses the big building but it's the furthest to travel. It's pretty barren over there. It also has the most penetration into mid, but you get dumped out basically under the control point. So it's not as useful as a capture route.
The building is sort of combining the usual first transition building, courtyard, and second building that happens a lot on koth maps. At least, that's the idea.
One of my concerns I realized over night is that there is really only one way onto the point itself from either side right now, if you're not a jumping class. I've got some ideas, though.
The bridge itself is most likely too confined and chokey as it is, so I'll probably have to remake it with brushwork to fix some of the problems.
Not gonna lie, I'm friends with the person who made it and I had already been talking with her about potentially adjusting it. She's the same person who did my Glassworks props.
And I don't know how dead set you are on that design but I still think an option of putting a hole in the bridge and putting the CP under the bridge is worth playing with. I can't think of any koth maps that do something like that. I guess there was that one 72 hour map where the CP slowly rose out of the ground but for the most part, koth maps either have the CP wide open to the sky or it's in a cramped space (like kong king).
edit - but on the other hand I have a terrible habit of trying too hard to come up with unique layouts so maybe it's a terrible idea
turtleantGunpla Dadis the best.Registered Userregular
Playing the Overwatch beta. It barely runs on my computer so I guess that decides it for the not gonna by it camp. Everything on low and still getting 20~ FPS.
Is fun though, but I think the game is currently too dependent on using ults to push. Every last point capture tends to come down to whether or not offence can coordinate using 2+ ults at the same time+ doing that when defense doesn't have their own ults to counter.
Defense spawns in just as fast as offence, and the last point is always directly outside their spawn. So offence needs to wipe most or all of their team to get a capture.
Also if anyone is worried about Symetra's mini turrets, don't be. They can only shoot about 15 feet and have next to no HP. Even automatic weapons will kill them in 1-2 bullets. Played a round as Symettra where I had 9 odd mini's scattered around the map and I still did more damage with my dumb laser ball gun.
The other engineer-ey guy, Tolbjorn, is also kinda eh. His sentry is quite strong at lvl3, but actually getting it there is rough. You need 200 scrap to fully upgrade it (100 for level 2, 100 more for 3) but the only way to get scrap is off dead enemies, who only drop 30 each. Lvl1 sentries are terrible and only really dangerous is the enemy ignores it. His pistol/shotgun thing is actually decent, so at least he has that going for him. He also can't move his sentry, so you have to restart from scratch if it needs to be somewhere else.
Biggest complaint right now is that all three sniper characters are very, very powerful. They are all really strong even in close quarters. Widomaker in particular is some horseshit. Her sniper rifle charges very fast, she doesn't need to unscope between shots, and in close range she can not scope in and it becomes a very powerful machine gun. Her ult also charges very fast and lets her whole team see through walls.
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And Source 2 TF2.
Maybe next year, after everyone's gone this year and doesn't feel like bothering.
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Why don't you try putting effort into the ten billion other half-finished maps you got sitting around. :rotate:
The submarine payload one in particular.
I just figured you were sufficiently obsessive enough to actually fix things.
Or think about putting the CP under the bridge, and put a hole in the bridge so people can drop down onto it.
Whole thing kind of feels to me like 2fort mid merged with viaduct's approaches.
You take it back!
I'm the one guy here who likes Standin, don't take it so bad
besides, the B point is actually pretty cool. A and C are the meh parts
There were some discussions about it.
Samurai Vs Cowboys
which I highly doubt is played in competitive but iunno, haven't really kept up with that scene
They've streamlined the system a ton since then so it's easier to bring on maps.
Still have to seal it all up, clean up a few odds and ends, and clip it. Then it should be ready for testing.
No wait, it's repairing my computer. That's what I'm waiting for.
Based on your displacement alpha you have a route that shortcuts the building and goes straight to mid.. is that right?
CP still looks like a grinder to me, once you get to the point there's nowhere to go and you're 100% stuck with whatever gets thrown at you and have zero escape routes.
The route to the side bypasses the big building but it's the furthest to travel. It's pretty barren over there. It also has the most penetration into mid, but you get dumped out basically under the control point. So it's not as useful as a capture route.
The building is sort of combining the usual first transition building, courtyard, and second building that happens a lot on koth maps. At least, that's the idea.
One of my concerns I realized over night is that there is really only one way onto the point itself from either side right now, if you're not a jumping class. I've got some ideas, though.
The bridge itself is most likely too confined and chokey as it is, so I'll probably have to remake it with brushwork to fix some of the problems.
edit - but on the other hand I have a terrible habit of trying too hard to come up with unique layouts so maybe it's a terrible idea
Is fun though, but I think the game is currently too dependent on using ults to push. Every last point capture tends to come down to whether or not offence can coordinate using 2+ ults at the same time+ doing that when defense doesn't have their own ults to counter.
Defense spawns in just as fast as offence, and the last point is always directly outside their spawn. So offence needs to wipe most or all of their team to get a capture.
Also if anyone is worried about Symetra's mini turrets, don't be. They can only shoot about 15 feet and have next to no HP. Even automatic weapons will kill them in 1-2 bullets. Played a round as Symettra where I had 9 odd mini's scattered around the map and I still did more damage with my dumb laser ball gun.
The other engineer-ey guy, Tolbjorn, is also kinda eh. His sentry is quite strong at lvl3, but actually getting it there is rough. You need 200 scrap to fully upgrade it (100 for level 2, 100 more for 3) but the only way to get scrap is off dead enemies, who only drop 30 each. Lvl1 sentries are terrible and only really dangerous is the enemy ignores it. His pistol/shotgun thing is actually decent, so at least he has that going for him. He also can't move his sentry, so you have to restart from scratch if it needs to be somewhere else.
Biggest complaint right now is that all three sniper characters are very, very powerful. They are all really strong even in close quarters. Widomaker in particular is some horseshit. Her sniper rifle charges very fast, she doesn't need to unscope between shots, and in close range she can not scope in and it becomes a very powerful machine gun. Her ult also charges very fast and lets her whole team see through walls.