1. Power Strip Version 2.8

    Pat Sounds
    Version 2.8 is live. I've done more major reworking to the rooftop levels based on gameplay feedback. Here are the main changes:

    - cut out a large portion of the rooftops to limit their use
    - put rooftops at an inward facing angle so the player on the highest level has nowhere to escape when on the roof
    - added several jump ups to the roof level
    - moved the gravity launcher to the side of the bases to improve game flow
    - re-organized the layout of the bases to be simpler and easier to understand. Reduced the number of paths, and made the paths larger and easier to use. Thanks to @Natabase for some help here.
    - created a step down / jump up room in one of the lesser used corners of the base and simplified pathing through that area
    - swapped shotgun for a scattershot, and the fuel rod for a standard rocket launcher. The scattershot performs better in the corners, and more players gravitate towards the rocket launcher than fuel rod
    - added additional ramps up to the roof near rocket spawn, part of the effort to open up pathing

    Below is a video featuring gameplay from version 2.7, which is very close to this update.



    Since making this video, I've made the following alterations to the map:

    - Removed two sections of small roofs on each base and turned them into towers you can't get on top of. Adjusted the pillars so that they provide the least amount of cover to rooftop spartans
    - added snow on one of the rooftops to help with orientation
    - -opened up the flag rooms in each base to give more breathing room for close quarters. Moved the pillars to be flush with the wall so players don't run in circles as much.
    - tinkered with the FX used on smokestacks. some have been switched to use steam instead of smoke to prevent players from hiding behind these during oddball.

    Overall, I think this version is the best one yet. I've made several changes in an effort to make the map more competitive and I think it's working out great. Rather than reacting to trouble spots that come up in gameplay tests, I now feel like I'm successfully manipulating the flow of gameplay like I want to. I will continue to test and refine this map, but I feel like this update is the biggest step forward it's made in a while.

    Big thanks to @Max Extra , @Duke of Mearl , @INFINUT and @Natabase for their various contributions, advice and testing. I'm gonna keep hacking away at this one, but the help so far has been very much appreciated!
    INFINUT likes this.
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