Through
the numerous play testing that Rust has gone through since the
contest began, certain parts of the map always seemed off. I was able
to get these parts to a reasonably well playing state during alpha,
but these were “small” tests. Even with the reassurance that it
was “a memorable layout”, I wasn't too happy with how Rust was
playing. I decided that I needed to take what I had, and move on to
detailing, since time was becoming short, hoping that I would have
enough time to test and fix it, but due to an overwhelming semester
at school, I was cramming at the last minute. I had to enter what I
had, and hope for the best. The testing for the contest became more
focused (at least, so far) and the short-comings of the map became
much more clear and evident. I feel like it takes a semi-decent
person to admit that something they did is bad, so here is post about
what I think is wrong with Rust, and what I think I need to do to fix
it.
Issue
1 - Control Point 2 (CP2):
This
is probably the weakest point/yard of the whole map (third most
complained about part of the map too). It was originally designed to
be indoors, but detailing such an area proved to be difficult, so I
set it to be an outdoor yard. Gameplay wise, this did not change too
much except that Demomen and Soldiers could have more mobility. For
this area, lack of sentry spots and “hard to hold” (these two go
hand in hand technically) is the most numerous negative feedback I
receive for this area. But one of the largest issues that I see for
this area is not necessarily something in the area, it's something
that isn't. A majority of the major battles for CP2 take place just
outside
the area, at the main gate, rather than inside,
on the yard. First, lets take a look at the area around CP2:
Fig 1: Red dots are sentry spots, yellow lines are common sniper sightlines.
Looking
at the above image, we can see that there are more sentry spots at
the entrance of CP2, rather than covering the yard of CP2. Through
watching demo's and simply playing the map during testing, I can
attest to this. The most common sentry spots are four spots around
the shack. But why is this? Why is Red building so far forward?
Analyzing
some replays of the map, I noticed that Red has a slight respawn time
advantage (this was confirmed when I looked at the source file). I
don't know the exact value, but it is probably close to 1.5-2
seconds. This is BIG. This means that Red can position themselves
farther up inbetween Blu's respawn waves; thus we see the more
forward line (and, when the line is broken, we see Red building past
CP2, into the next yard. But this is something different, and
acceptable).
Solution:
Before
writing up this post, sitting down and REALLY looking at the problem,
breaking down what was going on and why certain things were
happening, I was afraid I was going to have to rebuild the whole
area. But I realize now I won't need to. The first part will be to
increase reds respawn time by about 1 second (to start). This will
give Blu a better chance to push INTO the yard. The second part of
the solution is to make the current sentry spots more attractive and
a bit stronger. This will be a little bit more tougher, but some
tweaking to the paths, and some selective cover to narrow down the
side routes should solve the problem.
Issue
2: The Final Hill
The
final area of Rust received the second most negative feedback from
testers. In my previous blog post I explained my design theory behind
it, using “tiers” as a way to describe the paths and increasing
difficulty Blu would have pushing up the hill. While it worked out in
theory, it didn't work out too well in practice. Playtests showed
that while Red could defend, the final area, there was no real
coordination behind it, no dedicated sentry nests and that any
long-term defense could be easily countered by Blu. This has lead Blu
to having a relatively high winning percentage. Lets take a look at
the final area again, where I outline (in their respective colors)
the routes Red and Blu can take.
fig 2: The routes between the tiers; note the accessibility of blu into red's final tier.
You
can see motions between tiers, and the decreasing amount of routes
each team has. But this isn't good enough for Red's defense. There is
just too much motion for Blu around final. This problem is analogous
to trying to hold back a large wave with a wall of sand, you need a
LOT of sand to be effective.
Another
issue regarding final that is commented on a fair bit, is the
sightline that blue has through a window at the lower part of the
final yard (in tier 1). This sightline was added as a way to counter
any obvious defense that was set up on the cart, but this window has
proven to be too powerful.
Solution:
In
short, Red needs a stronger defensive advantage, and Blu needs to be
limited further in the possible routes they can take. The first thing
I will do is remove the stairs in the upper part of the previous
image and add a one-way gate for the lower route. This will reduce
the routes Blu has to one, main route. But, I also want to create a
stronger position for Blu in the lower building at the start of the
yard. For this I will move the capture point back farther, closer to
the building. This will mean that Blu will capture the zone sooner
and receive the forward-spawn quicker. In turn, they will (should) be
able to set up a stronger presence in the structure, and hopefully be
harder to move out. I will not adjust Reds respawn time right off,
I'll be interested to see how rust plays without doing so. If it
looks like the route changes are working, but Red just needs a little
bit more of an oomph, I will lower it by no more than 1 second.
fig 3: What I will modify routes to. The brown line denote cover. The lower line will be a one-way route down for red.
Issue
3 – The MOST complained about issue.
Okay
guys, I get it. Clipping sucks. I ran out of time to do a better job. Avoid getting stuck on things.
Conclusion:
Whilst
these changes might not be the best fixes, they are the strongest
changes I could make that isn't a complete area overhaul (which no
one likes to do). I will be holding off making these changes until
the judging for the contest has concluded (out of courtesy to the
other applicants. Updating maps during judging can lead to confusion
as to what version is the contest version, which can skew grades).
Though, you can expect a new version out very soon after the contest
winners are announced.
You can see Rusts Development Thread (along with a map download and more screenshots) here
And you can see all the feedback given for Rust here
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