Hello tftv, with etf2l season ending I have way more time to be working on this once again. I'm going to not list my changes anymore, but try to write a short paragraph so people can tell why I've done it and that way better communicate if I'm stepping in the right direction or not.
In the time off, I've redone the map. The map now probably cut down texture rendering by about half. The skybox has also been done, and area portals also. I'll have to redo all the skyboxing, but for alpha this is fine. I'll have to redo it once I start to decorate the roofs and give the map more personality anyway.
In terms of gameplay, there's been a few scaling changes, such as heightening of choke and lobby. Most importantly the most forward spawn has been moved back a good distance, and it's also now on the other side of the mid, meaning that the fastest way to get back to 2nd with a spawn will put you at height disadvantage. This should make it easier to push out on a failed last push. I've also played with the spawn times, hopefully won't see people on last already after a wipe on mid. It'll still be hard to hold given there won't be time to get to forward position, but it feels less cheap.
These changes should help gameflow a bit more. I have some plans on making the middle and 2nd a little more fun to play on a purely DM based standard, but I want the map flow to work well before I do that. At this point, experimenting with interesting additions takes focus away from that, and also encourages me to rework large sections if it's needed.
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That said, I'd be really interested to detail some of the reasons on why I made the map the way I have, design choices etc, but I really don't want to be one of those mappers who has something to say about every bit of feedback they get, I'd much rather take it gracefully because I'm honestly thankfully if someone takes the time to open my work. So I guess if you want to know what's happening in my brain, please ask away.