Granary changes

primesuspectprimesuspect Beepin n' BoopinDetroit, MI Icrontian
edited November 2007 in Gaming
Apparently they changed a LOT with Granary:

Granary map changes
  • Cover changes to the first capture points of both teams. Reduces some of the sight lines for defenders, and should make the area easier to capture
  • Teams that are holding more points will receive a greater spawn time bonus (spawn timer reduced for the winning team). This should help attacking teams build momentum
  • Minor visual tweaks to the BLU side between capture points 2 and 3
  • Clipped off a super high (demo pipe jump) perch in the middle area
  • Increased base round timer to 10 minutes
  • Added windows overlooking the final cap from the capture point 2 building (via new room next to conveyor route)
  • Minor changes to lighting in the middle area
  • Moved the middle spawn points farther forward (saves 6-7 seconds off a Heavy's run from this spawn to enemy capture point 2)
  • Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on the final cap (from 10 seconds)
  • Fixed material alignment and model interpenetration issues in home spawn rocket rooms

Comments

  • GHoosdumGHoosdum Icrontian
    edited November 2007
    Seems like that makes it even easier for the first team to cap the center to continue to plow through to win, and takes away from the game balance.
  • CBCB Ƹ̵̡Ӝ̵̨̄Ʒ Der Millionendorf- Icrontian
    edited November 2007
    If you listen to the comentary tracks that are included with the game, you learn some interesting stuff about how they came up with many of the design elements.

    One of the things they admit is that they added some stuff specifically to give the winning team just enough momentum that if they don't slack, they should be able to push through a team of equal skill once they start winning. They found that this led to more exciting matches in play testing, since if the teams were evenly matched players could get bored.

    It's the same reason they put in the crit system. Most of the time you'll get off zero, one, or two kills in a given life if the teams are balanced. However the crit system gives you a higher chance to do more damage once you are on a roll, allowing your roll to gain momentum, creating memorable runs every once in awhile, instead of average runs everytime.

    The commentary tracks are actually very interesting and helpful toward understanding why the game is the way it is.
  • RyderRyder Kalamazoo, Mi Icrontian
    edited November 2007
    AHA !!!! Says the dimwitted detective. :D

    This explains why once you have a nemesis, he seems to be able to kill you again and again. His "kill zone" becomes larger, meaning that his crosshairs can be off a little bit more and he still gets a 100% hit. I have had this very problem 2 nights in a row now..... right Hawk?
  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian
    edited November 2007
    CB Droege wrote:
    They found that this led to more exciting matches in play testing, since if the teams were evenly matched players could get bored.

    So true. This is why a prolonged 2fort game, it gets to a point where you realize you've been playing for 25 minutes and the score is still zero-zero, and you think: Why am I doing this?

    If the two teams are equally skilled, they both have great defenses set up, it's a "cat's game"....

    Luckily we have our own server now and we can just change the map :p
  • fatcatfatcat Mizzou Icrontian
    edited November 2007
    ive played 2fort before where my team was down 3-0 because we had no defense. Once we set up a good defense, (2 engineers and a pyro in the intlligence room) and everyone else on offense we were able to come back and win 4-3! 2fort just gets really old wgen both teams setup great defenses since there is only 2 routes to the intelligence room.
  • primesuspectprimesuspect Beepin n' Boopin Detroit, MI Icrontian
    edited November 2007
    That's the point - once two or three engineers + a pyro or a heavy start "turtling", it's almost impossible to devote the manpower to breaking their defense while still maintaining a good defense of your own.
  • BuddyJBuddyJ Dept. of Propaganda OKC Icrontian
    edited November 2007
    I can't hear "turtling" without thinking of Ali G - In da House.:bigggrin:
  • HawkHawk Fla Icrontian
    edited November 2007
    RyderOCZ wrote:
    AHA !!!! Says the dimwitted detective. :D

    This explains why once you have a nemesis, he seems to be able to kill you again and again. His "kill zone" becomes larger, meaning that his crosshairs can be off a little bit more and he still gets a 100% hit. I have had this very problem 2 nights in a row now..... right Hawk?

    Hehehe,
    Ryder! You just kept coming right back, head-on as I usually do, and got killed.
    I think it just so happened I was the one at the point where you came in and was quick on the draw.
    Which is unusual for me. I'm usually the first guy to get killed in a 1-1 fight.
    Seems I need to get one more shot off to take the enemy, as his health is right at the bottom. And one more shot would make the kill.
    At least in the early games, as I need the coffee/pepsi & butterscotch candy fix to get going! lol
    I'm still having a blast with you guys though.
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