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Author Topic: oOAsiaTimeOo  (Read 26982 times)

Chorus

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Re: oOAsiaTimeOo
« Reply #330 on: June 02, 2017, 09:09:52 pm »

 Mapspin is a go. Also, testing out pyramidcp flow. If you remember Isolation, today we've brought it some life, but will be taking it slower to
 perfect gameplay for PCP. Observations from Blayne helped understand some key ideas needed to iterate on, and it's the only map of its kind.
So may as well spend a post explaining the thoughts behind Pyramid CP as a gamemode.

 The biggest challenge in designing PCP came from the already limited space in a 2D game. Emulating the details from TF2 such as rotate times,
CP connections, and predictable player flow had to be carefully considered. About 2 years ago, we released Super Cool Blayne!'s map as a
bare bones experiment to see what works and what doesn't in GG2. It wasn't released with any ideas in mind, in fact point B is a copy&paste
of Peak's mountain. But the lazy design was a crucial success to understand what shouldn't be in a PCP map.

 For example, the attackers on Blayne have the immediate decision to choose a point to attack right from the spawn and drop down to the battlefield no
different than from an airplane. The decision works, but what didn't was that defenders would have to immediately deal with fresh spawning players
almost constantly, rather than have a build up to an engagement. Having a key choke that players must travel through is important to create this
zone for prior engagement. Normally, having only one path is a level sin, but this should be balanced in that attackers can attack multiple points at once.

 Of the 2 first points, point A gave a clear insight on good PCP level flow. In TF2's example, Gravel Pit, defenders still had the threat to take back the area
with superior positioning to close the gap and engage players on the point. Back to Blayne, respawning defenders are given cover to get into a close
engagement with enemies on the objective, and they also have the highground adjacent to the point. The increased player participation of blocking the
incoming defenders of reaching the point and denying superior positioning not only made the game more fun, but also increased the bar for teamwork
to successfully capture a point.

 Point B was a more traditional uphill battle to take control of. Defenders were given an easy route through friendly territory (C) to reach behind B, but
the main issue was that it wasn't a dynamic point. If you had a few players taking the point, not only was the time to climb the spire detrimental, it gave
players on point more than enough time to prepare to hold them back. The lesson here is that high ground needs to be delicately placed so that defenders
still have a fighting chance to take back the point. It also highlighted the need for enemy entry points to be already in superior positioning to give that
desired engagement (see Point A).

 We'll wrap this up with the final point, C. We're looking to get more feedback at this stage of a game, but we weren't happy with the structure of a final
point being at the bottom of the map. In our new map, Isolation, we'll be taking a slower approach to fine tune the aspects of one point, rather than all
at once before we find a satisfactory end to a good layout. Also, due to popular outcry, slightly more basic art is in place for Isolation.
Play Isolation and Eureka Asia along with some old favorites on our server tomorrow @ 5 PM EST. We'll make a post when it's live.

 


Spazz

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Re: oOAsiaTimeOo
« Reply #331 on: June 03, 2017, 11:35:08 am »

Have no idea what's going on, but I have to zoom out to view unbroken sentences http://puu.sh/w9IKA/9883178f48.png
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<3 Bustatunez

Phantom Brave

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Re: oOAsiaTimeOo
« Reply #332 on: June 03, 2017, 12:23:00 pm »

they used manual linewraps
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Chorus

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Re: oOAsiaTimeOo
« Reply #333 on: June 03, 2017, 03:41:10 pm »

Hosting is over, it was a dead server so we'll host again another day when it's clearly opportune.

INSERT NAME

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Re: oOAsiaTimeOo
« Reply #334 on: June 03, 2017, 05:25:40 pm »

na primetime  :smiley16: :smiley16: :smiley16: :smiley16: :smiley16: :smiley16: :smiley16: :smiley16: :smiley16: :smiley16:



jk ded game
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/aimbot
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