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Where's mah hat?
ToC: If you have a Wiki Cap. You're not allowed one.
need a medic? tell lefti to get his ass on mumble and pocket you... works for me

That's right lefti, you're my bitch

But...but...but...
D:
Anyway, back to this beta business.
I did spend a lot of time last night finalising details for my second attempt to "improving" 5Gorge and once again through crappy drawn annotations, but with some obvious clone stamp abuse in places where I wanted to remove stuff. We shall start with the most important point of a 5 CP map, mid.
MidYeah, so if you can see what I've done here then grats.

For the majority of you, I shall explain: Mid, as it is, is very easy to defend considering the height advantage offered around the whole point. To fix this, the point has been elevated and connected to the "ground level" of the map. However, I've only added barriers in two corners of the platform to allow for Scouts to double jump from the bit where the barriers around the point stop to allow for easier jumping onto the point. Same thing as before with the ramp onto the enemy Sniper deck to the left. Another thing that I have taken out is the "double decker" point here as it makes it too easy to cap mid by the looks of it (cheers Dibble for the thought!).
Underneath the point is still my idea for having a route that goes directly under the point to allow for flanking classes (Scouts, Pyros, Spies, etc) to slip behind the enemy lines undetected.
Elsewhere, I've moved 2nd forward spawn (when you've capped 2nd/4th point) back to mid (spawn door is indicated by the green box, basically replacing the computers that were there originally) as I felt where it was currently is too OP for the attacking team.
The little purple cross indicates where I wish to have a small/medium health kit underneath the point and the yellow cross near the crate indicates where I would like to see a small ammo pack as well.
2nd/4th PointBEHOLD MY RUBBISH PHOTOSHOPPING SKILLZ!
Anyway, for starters the 2nd forward spawn has been moved back.
The point and the immediate area around the point I've tried to make more Scout friendly than it was with the railings around the point taken away and I've added some rubble in the gully to allow for Scouts to jump onto the point rather than walking around. I've also opened up the right side door more to make it less choke-like -- It's still a choke point, but it should be easier for teams to push through and vice versa. I've added some debris infront of the door to act as cover for attacking and defending teams to use.
Last (from front) |
Last (from back) |
Last (from left spawn)Last was pretty much the point that needed a lot of attention. Valve pretty much sporked the final cap from the A/D version meaning that pushers onto last benefit from the vantage points. I wanted to keep these points but make it easier to defend and also some little cliques that should make it easier to counter attack.
The first picture sees the PoV from the attacking team on their right. This is the area that arguably needs attention -- The spawn gate is lower than the CP and there are obstacles between the spawn and the CP - No. Firstly, I have moved the crates nearest to the camera foward a bit to act more as cover than a means to block defenders from the point and also added some stairs/ramp to allow for classes that can't jump far (basically, everything bar Demo, Solly and Scout) immediate access to the CP.
The far right spawn door I've decided should be blocked off and removed because in the 30-odd rounds I've played of it nobody ever seems to use the door -- Not even Snipers. Some changes have also been made to the hut to the left, although some of the changes I'll discuss later, the Medium Health Pack and Full Ammo crate I'm wondering whether it should be split and scattered or just left as it is.
Now, from the defending team's view, the 2nd picture really is a little complex. Mentioned previously, the moved boxes do provide some cover for defending the left doorway. The steel wire roll thing has been moved back to allow for people to have easy access to the lower of the two crates at the back of the point. Because I was stupid and saved over the original Screencap, my original idea for raising the area around the point as still there. It wasn't on the previous one because I wasn't sure after I looked at it again whether it would be appropriate -- still thoughts on this would be nice. The lower doors have also been widen to make them less spammable.
The ramp connecting to Sniper deck as been moved to allow for easier access for the defending team and, unintentionally makes for decent cover for the attacking team. In the enclosed room on the Sniper deck I've added a drop down (see the yellow bit) which should make it easier for flanks. The hut to the right has also been looked at with the ladder switching sides and a sheet added to the roof so there is some cover on the roof from Snipers. The door facing the attacking has been removed and a door facing the defending team has been made, making access to the "goodies" inside the house easier to reach.
The blue bit marks where I wasn't sure what to add there. I really want to see that door used, but I'm unsure how to go about changes with that door at the moment. Suggestions/Ideas would be appreciated.

Finally, the last picture is just a view from of the left spawn gate of the changes.
So yeah, anybody have any thoughts?