Team Fortress 2

Team Fortress 2

Drudgery
Showing 1-4 of 4 entries
Update: 5 May, 2017 @ 10:05pm

CAUTION - LONG - TLDR it looks nicer lol

Beta2
This version is a total rebuild of the existing drudgery, cleaned up, lit properly (with HDR), and the detail is stronger (still to do -> custom CC and soundscapes)

This should improve performance, and it should hopefully look a lot nicer.

last changes:-
I've moved the point a little further toward the shutter. This should make top-right feel a bit more spacious for the defenders, but increases damage falloff of people in spawn, such as heavy. It also increases the power of the shutter push slightly.

The ground has been changed from that horrid concrete block to a nice grassy area. Flat ground makes you really easy to hit, these slight undulations should allow people to play normally, which should be more fun than playing floor is lava.

It's important to note that this isn't supposed to make the shutter particularly viable for actual uber pushes. I still envision and would like attackers to be forced to take lobby before pushing, the shutter area remains as a kind of risky 'fast push' if you get a wipe, or potentially a slow push with sniper.

Lobby changes:-
I've removed the lobby shutter, I believe the shutter was too easy to hold and it was holding off a lot of the play in lobby. Teams were often preferring to avoid lobby even if they had an advantage and despite it actually being faster to go lobby. I've replaced it with a double-choke structure, which shouldn't be impossible to hold, teams will just have to put a scout or soldier with the demo, so not a big change for defense, but it should feel more 'safe' to go into and requires a larger commitment to hold instead of just being a free pick for defenders.
This should also improve pushing out- teams usually went out window to avoid the shutter, which meant usually losing someone or the entirety of lobby and made it awkward.

I think the removal of the shutter should centralise the play around the lobby a bit more healthily, with the outside acting more as an extra route instead of the main one, as was originally intended.

I was planning on also removing the other lobby shutter facing last, however upon testing it's obvious that having vision that far isn't workable, it retains the same issue of a very low risk low commitment hold, and also opens a sniper can of worms.

2nd:-

Small scale changes during the rebuild. The 2nd point and balcony have been moved away from the lobby ever so slightly, the point has been biased away from the balcony a little bit, this should reinforce the isolation playstyle I hoped for. Balcony is harder to escape from which pushes it toward a full commitment, while the slight movement of the point away increases falloff, this will hopefully keep allowing attackers to play the point even with the increased cap time, changed from 5.5 to 6.75, which will hopefully help alleviate some of the captime problems.

Mid + connector changes:-

The ceiling of the main route has raised and the choke made larger. On the left side (looking from mid) the shutter now opens up further into mid, which gives mid a bit less of a boxy shape and also gives attackers a little bit of incentive to go through the shutter sometimes. While the shutter moved forward, the main choke moved back a bit, so mid defense teams should have to commit more instead of standing up top and spamming, then leaving usually unpunished. This should have the effect of allowing teams to go through into mid without using uber, instead of having a situation where nobody can go anywhere without using and you just leapfrog uber ads with nothing actually happening. I considered adding an 'above' route to main and creating a balcony, for usage of pushing mid, but I really didn't want to give teams the option to do a pussy boy mid aka sitting up there the whole time, couldn't find a way to make it viable to push but not go to mid.

These changes should make for a much easier mid push and be a little more interesting with the connection. I am hoping it allows teams to rotate a little faster to and from lower, making it less dead space.

The middle and lower mid connector areas are connected via a shutter. The shutter/pit/lower area now has a bit of actual dimension to it, more information can be seen in the screenshots. The aim is that teams should want to control the health pack, however there's risk involved for both teams, the mid team has to worry about the shutter being held by their teammates, as someone can easily cut them off, and the 2nd team should be worried that the exit is on low ground, so overcommitment to holding it should easily result in getting picked, you can't just jump out without any risk.

The hope is that lower becomes a much stronger and more flexible flank, along with having push potential if it's left passively guarded, which should make teams want to control it, for instance control here allows teams to rotate between mid choke and shutter very quickly, which gives more flexibility on mid, while pushing from lower remains solid when attacking second. This should be a lot more interactive than both teams just watching the exits and I think a lot of micro flank fights could happen here. Hopefully this will result in a lot of picks to push off of and more fluid gameplay.

For cave, I opened the top so it's more like a valley now. This should make it faster to traverse and stops a single soldier denying a team. The vision the mid team has is a lot stronger but I think the speed increase and extra space balances it out. I think it will work quite decently. It could be hard to force here, and it's almost as fast getting into shutter -> deep second as the enemies can exit, so uber ad pushes are going to be super strong. This will also help alleviate uber leapfrogs.

I also put a fence on the upper radio tower on mid ok you guys win stop trying to jump up there please x

Update: 19 Jan, 2017 @ 6:33pm

This version is b1, it fixes a number of bugs

Fixed a few clip errors
Added respawn visualisers on 2nd forwards
Fixed holding spawn doors open
Fixed various stickies clipping into rocks
Fixed stickies clipping into hut roof on mid

I've also reworked my respawns completely, it doesn't look like tf2 likes it when you change the spawn timers negatively, it appears that when you do so it's possible to 'skip' a respawn wave, which seemed like it was resetting you onto the next one, as players were reporting spawn times going up massively on enemy caps, which shouldn't have been happening.

Update: 5 Dec, 2016 @ 12:15pm

I've just released a small update for the cup.

Fixed a few pixel walks (fence on last, corner on choke -> 2nd)
Left sitting on the sign on 2nd, I think it makes sense personally
Fixed invis respawn visualisers
Fixed being able to see through some doors when right up against it, due to misaligned door controller.
Fixed a couple of graphical errors, unaligned decals, nodraw in some places
Improved clipping in lobbies, a few props were accidentally solid and causing sticking.
Fixed a splash-bug on the final cp, and the gravel from last/2nd far left is splashbugless also.
Fixed one side of the map having a small hp, while the other had medium. I chose medium, pls let me know if it might be nicer with small.
Reduced the sound channel load, this fixes a bug affecting a small amount of ppl which caused sound errors including unheard hitsounds - please lmk if this issue persists for anyone, I've only heard it reported 2 times but you can't be sure.
Finally, I improved the 3d skybox, it's still a placeholder, but at least if it'll be casted maybe it'll look less bare
E- Almost forgot, there should be FPS improvements on mid/2nd. I haven't heard any complaints about it, but no harm done right?

That's all for now. I'll wait till after the cup to see flow problems, other things that should be fixed. This should hopefully be the last alpha. :-)

Update: 28 Oct, 2016 @ 4:43pm

Original Steam Workshop release day was today! :)