Warbell Private Playtest #6 on July 8th
Warbell is the map we are currently working on, and as we have done most of the things now, and tweaked gameplay with the feedback of 4 playtests, we are now looking for league admins, league referees, server admins of popular servers and experienced mappers with a good eye for gameflow and map design who would like to participate in our 6th (and probably last) playtest.
The map is designed with SW in mind, and already fair and balanced with slight favour for the attackers (Axis).
The questions for this playtest are: are we at 85, 90 or 95% gameflow perfection,and how can we improve it? Is the mapdesign cool, does it create a good atmosphere, and is everything looking nice and neat too?
Organizational Facts:
check my post further down
Story:
Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course
Core facts:
2 stages, Axis attacking, 18 mins timelimit, spawntimes are 15/20, designed in slight favour for the attackers, constant 76 FPS everywhere, nighttime setting but bright enough for visibility of enemies, overall mapsize is a bit bigger than supplydepot2.
Playerloads and Gameflow:
from 3on3 (real tough) to 10on10 (happy fragging), does offer enough space for happy large-scale fraggin too. Very playable for 6on6.
Playtests we had with up to 18 players provided us with amazingly challenging and tough games and a captivating gameflow. The stages are defendable, but with a balance that allows attackers to overcome the defense in some waves.
Environment:
medium open terrain with sufficient cover for the attackers, some nice caves, and 2 building areas (a guardhouse and an abbey).
First stage:
- gain access to the Guardhouse (2 access routes: caves and terrain)
- maybe slip through the teamdoors with stolen uniforms
- capture the flag or destroy the main gate (secures forward spawn)
Second stage:
- get access to the Abbey (3 entrances: 2 dynamitable + 1 satchelable, none of them rebuildable)
- take an objective from the Guardhouse and deliver it in the Abbey
- repair a bell mechanism in the Abbey
- ring the bell (after you built the mechanism AND after you delivered the objective)
- do the final 3 objectives (not gonna give them away yet)
- optional: forward spawn at a neutral command post
We are not going to release betas for public testing, so this is the only way for interested ppl to have a playtest and give input. The mapfile used in the playtest will be a clientside file, and NOT be hostable locally or on any server except ours.