GAMEPLAY:
A major issue we and players had were the physical saturation of cargo containers throughout the map. Long sightlines were another important issue. Obtaining a good balance between rifle play and short range has been tricky, especially with our goal to have an open environment. We wanted import to feel like it’s a connected, coherent physical space, versus compartmentalized outdoor areas.
As a result, we’ve completely changed A site physically and visually to represent a small train dock. This change helped give A site a stronger identity, and solved a lot of our “container city” problems. A-site now features more areas to secure the bomb plant, two routes from T spawn (one of which has a shorter sightline), and access from ground level up to A Cat so T’s can better defend the site when attempting to overtake it.
B-Site has seen a face lift as well! We’ve removed numerous areas players could boost or hide ontop, reducing the number of areas to check when entering the site. Back B has been emptied, making it a much safer area for T’s to hold down as they make their approach to the site.
Lastly, various areas throughout the map have been streamlined; simplifying the route choices and possible hiding locations players can be in.
BOMBSITE A
- A-site has been completely redesigned. This was an important step in making both bombsites visually distinctive for callout locations.
- Long A has been streamlined and no longer branches off into two separate paths half-way thru.
- Long A branch fork has been moved to the end of the route, closer to the bombsite for better pathing in approaching the site as a T.
- Mid has been streamlined
- Train Hanger connecting mid to short A has been removed.
- A-cat now has a set of stairs near the plant zone.
BOMBSITE B
- B-site has been significantly cleaned up. There are significantly less areas to hide.
- The center of the site has been changed. There is now an elevated red container accessible via ladder from one side.
- Plant zone cover has been rearranged
- Various spots that could be boosted onto have been removed
- The route from B site to A site has been streamlined for both flow and sightlines. The larger hangar doors have been replaced by a single normal sized squeaky door.
- Back B has been emptied, removing some possible hiding spots for CT’s as T’s approach, making it a much more tempting route to B-site
GENERIC:
- Alt mid has been streamlined, specifically the path that lead to alt mid via T spawn.
- A-long warehouse has been streamlined in both exits and entrances leading to A site
- Various boostable spots in A-long warehouse have been removed, along with some short props allowing players to see over the containers
- Cleaned up a great majority of paths/routes in the map. Many hiding spots have been removed and sightlines in certain areas have been made shorter.
- Added some taller vis blockers near T spawn so that CT’s can’t see into T spawn.
VISUAL:
- Performance has been significantly improved across the map.
- Various cubemap issues have been fixed (puddles)
- Grass now sways in the wind
- Many textures have had their color values shifted to create stronger reads toward players torso and head.
- Many cargo containers have been removed, or replaced with various cargo props.
- Various props and routes have some hints of color to help create unique callout spots.