Once more, thanks for these thorough posts, they are obviously golden! I do have some comments this time.
Benroadshttp://puu.sh/nHZUi/eee4372407.jpg
Once again going to highly suggest that you revert the changes towards this part of last, I don't see any added benefit from these changes. This little perch spot will make defending the point a bit easier and the little ramp up to point is now just frustrating compared to the old one. I think making that little hole to point easier will honestly just make defending last easier since it opens up how much of the point you can spam without really committing to it.
Could you elaborate on what makes this ramp more frustrating? After the recent changes I feel like it plays alright and it somewhat skews the advantage of the ramp toward attackers.
I do agree that the new fence might be a bit too strong as a height advantage. Any suggestion on how I might block spam toward the little window? Is it even desirable?
BenroadsNot a fan of the changed crates. I know it's not a super popular opinion but I think being able to shoot between the crates is super fun and makes this prop thing a bit more interesting. Would like to see it reverted to the older version as I don't really see the benefit of just making it a block.
I'm going to need more input on this. The reason for the change is the all-encompassing "the cracks catch spam" mantra, but I am frankly questioning how far I should take that doctrine. Does every object have to be perfectly smooth? I prefer the old version visually and actually in terms of gameplay (rockets between crates), but I tried this as a solution to remove the cracks without removing the sightline.
Can someone chime in here? The discussion is valid for a lot of places.
Benroadshttp://puu.sh/nI15p/6117c45ac9.jpg
You knew it was coming, once again suggesting that if you're going to clip roofs in the Product style you should do ALL of them to prevent any confusion about what will and what will not catch you during a jump or if you get bounced around.
I went for a solution where any clip that is likely to affect gameplay often will be smooth. The solution is (as you know) simply a clip brush from the overhang to the ground. This is fine for lower buildings, but on higher ones they start affecting how you interact with the wall on the ground more than they add. In most places I deemed it unlikely that anyone would jump that high, that close to the walls.
I agree that consistency is a virtue, but in this case the solution is too patchy (to me) to be used everywhere. You might be able to convince me with some examples, though!
nitejust a few more to build on benroads post
http://images.akamai.steamusercontent.com/ugc/298734165333281076/49EFB581FE75F207923223E6F5A2097139D33D10/
pushing this stack of planks back but not moving the clip sort of ruins the soldier mid forward spawn rollout, in the old version of the map you can jump off of those planks and pogo on the roof the the mid shack to the other sides saw entrance, but with the planks pushed back you cant get the same amount of momentum from that first jump
This is really nice. That kind of perspective doesn't really occur to me naturally as I hardly played soldier on the map so I don't know the rollouts/jump patterns very well. If there's any other spot where jumping might be improved, please tell me!
Cheers,
chojje