Author Topic: Official CCT3 "FIX IT" Thread  (Read 13345 times)

Rectus

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Re: Official CCT3 "FIX IT" Thread
« Reply #45 on: October 29, 2014, 01:49:08 pm »
It was after (you can see the finale Tank damage prints).

Weird, there shouldn't be anything in the map making them unbreakable at least.


Now that Diescraper has been played, what does everyone think of the map balance? Too many death charges? Too few?

Jacob

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Re: Official CCT3 "FIX IT" Thread
« Reply #46 on: October 29, 2014, 02:49:23 pm »
Weird, there shouldn't be anything in the map making them unbreakable at least.


Now that Diescraper has been played, what does everyone think of the map balance? Too many death charges? Too few?

We actually closed the elevator shafts that you open for versus on map 3 (I think they are closed in campaign, right?), and blocked a couple death charges. Just thought I should let you know before people comment on that stuff. I personally find the map really well balanced and the only real improvements I could suggest are the things I mentioned to you over steam, and also nerfing that OP room that people discovered on finale.

yams

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Re: Official CCT3 "FIX IT" Thread
« Reply #47 on: October 29, 2014, 03:04:47 pm »
Weird, there shouldn't be anything in the map making them unbreakable at least.


Now that Diescraper has been played, what does everyone think of the map balance? Too many death charges? Too few?
Only outstanding "balance" anti-fun issue was definitely the finale room with the chairs as Jacob said, other than that it felt really good in terms of intuitiveness in playing, even my teammate who hadn't played the map was able to understand it pretty easily.  He said it played a lot like a combination of other campaigns and it was nice to have at least some sense of familiarity while still being very different in concept and execution.

dping

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Re: Official CCT3 "FIX IT" Thread
« Reply #48 on: October 29, 2014, 03:29:24 pm »
...and also nerfing that OP room that people discovered on finale.

I would suggest having all the windows in the conference room breakable by anything. or a hole in the ceiling
dPing

Rectus

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Re: Official CCT3 "FIX IT" Thread
« Reply #49 on: October 29, 2014, 03:32:27 pm »
We actually closed the elevator shafts that you open for versus on map 3 (I think they are closed in campaign, right?), and blocked a couple death charges. Just thought I should let you know before people comment on that stuff. I personally find the map really well balanced and the only real improvements I could suggest are the things I mentioned to you over steam, and also nerfing that OP room that people discovered on finale.

Yeah, I saw the elevator shaft change looking through the original 4.0.4 stripper files. From what I've seen from the streams, none of the death charges seem too unfair, at least when knowing where the spots are.

The conference room really needs a nerf, I'm at least putting a breakable wall there and making the chairs passable. I'm thinking of putting a pre-broken window there as well.

I'm also putting player clipping on some of the more exploitable areas, and I'm looking at redesigning the movie theaters/auditoriums for a bit more cover.

edit:
I would suggest having all the windows in the conference room breakable by anything. or a hole in the ceiling
I could make a dent in the side of the building, so you can jump down from the floor above.
« Last Edit: October 29, 2014, 03:35:05 pm by Rectus »

Jacob

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Re: Official CCT3 "FIX IT" Thread
« Reply #50 on: October 29, 2014, 03:42:09 pm »
All of that sounds really good. I would suggest not nerfing the movie theater too hard though. Having some "easy" tanks is a good thing in my opinion. That theater could use a little tweaking though.

sinclair

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Re: Official CCT3 "FIX IT" Thread
« Reply #51 on: October 31, 2014, 04:07:24 am »
has anyone gotten around to testing the pill spawns in the footlocker i mentioned, specifically on open road 3?

NF

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Re: Official CCT3 "FIX IT" Thread
« Reply #52 on: October 31, 2014, 04:54:44 am »
Quote
Now that Diescraper has been played, what does everyone think of the map balance? Too many death charges? Too few?

Remove the ladder choke that leads to the saferoom (ladder chokes in general are really dumb in versus). Otherwise, seems pretty good to me overall.

Rectus

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Re: Official CCT3 "FIX IT" Thread
« Reply #53 on: October 31, 2014, 12:57:03 pm »
Remove the ladder choke that leads to the saferoom (ladder chokes in general are really dumb in versus). Otherwise, seems pretty good to me overall.

I'm not really sure about removing it. It is at the end of the map, giving you a final challenge getting into the saferoom. Looking at the match streams it seems to provide interesting gameplay.

If I remove it, any suggestions what to replace it with? The staircases are pretty boring, so I'd rather not put any more of them in.

estoopi

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Re: Official CCT3 "FIX IT" Thread
« Reply #54 on: October 31, 2014, 01:05:45 pm »
I don't know about removing it either.  Maybe just "nerf" is a bit for infected.   I don't mind it being easy to get an attack on that ladder, but easy incaps or deaths aren't cool.  Maybe plug the hole and/or remove fall damage from that area.  It seems like the most overpowered attack is a jockey that hits you on the ladder and brings you down.

As far as death areas go.   There really have been very few death charges in matches.  There are a lot of places where they are possible, but it's not terribly easy for infected to set up for them.    Diescraper actually has very very high survival rates for all maps except the finale.   The finale's issue is there is no clear place to fight tanks really.  No matter where you go, there are spawns above you or right next to you.    Then again, the first time a campaign is featured in a tournament, we don't quite know the best strats.   Detour ahead finale was a wipefest in CCT1.  By the time CCT2 came around, everyone knew how to play the finale and a lot of safe rooms are made now on it.

It's got pretty good balance over all imo.

 

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