Wednesday, June 25, 2008

Possible Minor Changes to Corion1Round1

In the last post, I hinted at some minor changes that might be going into Corion1Round1 after some feedback and playtesting on Alpha 3C. Since I don't have my camera available to take a picture of my hastily scribbled notes, I'm actually going to type them out and reword them so they make sense.
  • Control Point A:
    • Re-examine the area with the Sniper in mind.Many of the current potential sniper locations can only cover an extremely limited amount of space. Some of the locations force the sniper to get too close to the front lines.
  • The Upper Tunnel from A->B:
    • Make the room larger with potential sentry locations for a forward defense or for teleporters.
    • Add defensive position above the exit from the tunnel in the cave containing Control Point B (similar to the location above the tunnels in Dustbowl Round 2 on the way to the second control point).
    • Add extra ammo in the area to promote sentry building.
  • The Big [Gray Gravel] Building:
    • Upgrade health and ammo on the lower level so the area sees more use.
    • Downgrade the ammo on the upper level for the same reason.
    • Possibly rework the three windows into two larger ones.
    • Add an extra sniper window in the small room on the way to the CP facing the upper tunnel from A->B (directly opposite).
    • Remove some supports from under B so a sentry in the three-window area could cover that pathway more effectively.
  • Control Point B:
    • Increase the cap time for Control Point B by 1 second (possibly more) to prevent quick caps right after A is taken.
    • Rework the ramps inside the building containing B.
  • Sniper Window Near B:
    • Add an extra path for RED to take to that room. It's not seeing as much use as it should be.
    • Make it a little easier to jump back into the room with the Control Point.
    • Possibly add an exit for RED near this location, but more vulnerable than the existing one-way door.
  • RED Spawn:
    • I had intended to rework the red spawn at some point, but wasn't sure how and didn't think it would effect the gameplay much. This will probably happen in a future version.
    • Currently players seem to be taking the long way to A rather than the shortcut, so I'll be adding more hints.
Another thing I'll be looking into is possible ways to prevent BLU from running right past A to set up a forward base at B.

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