some of these such as the roof, are side effects of having no collision on rooftops, and can be seen on snakewater. On the other hand, if these roofs are solid, then it's hard to double jump off walls, so I like it unsolid just for consistency. I will fix those clipping problems right now, but I will probably be leaving the signs as solid, as people didn't seem happy with the idea of me removing every cheese spot before ))
I'll also reduce the lightmap size on some of those smaller areas, hopefully this will fix the issues on doorways, b2a will be up in about an hour maybe
Big thank you for taking the time to look at me map
long design choice paragraph on last spawns feel free to not read
talking about sniper, I moved the blocks as one of my biggest complaints was that once you do lose the window room, you can get this really awful uninteractive section where a sniper sits in shutter and you can't do anything to him. Jumping him results in him closing the shutter, and you die to whoever is in window. The moved blocks hopes that there is at least a small amount of counterplay, as the sniper there has a huge line of sight that forces you into spawn, which is a huge deal on this map. Importantly, the counterplay involves also going into spawn, but your team is able to stay outside.
So the spawn design in drudgery is unique in that if you're attacking the point, you're also attacking the spawns. As opposed to maps like badlands where if you're playing the point the people in spawn come out above you. There the spawns are punished with travel time, here they're punished with position instead. The reason I think this is better is that it punishes people in spawn a lot more. In maps like snake you can jump directly to the point immediately on soldier, which means if you are playing engi you sit in spawn, sentry dies, you change back to roamer and then the punishment is extremely low. Here the demo is always going to be sat in a position where he can smash the point, the upper spawn, and the lower spawn. Importantly, the spawns are made that the lower ones always spawn first, so coming out of spawn you always come out the lower one, which is the one where the position is worst.
Going into spawn on drudgery works as a panic button and only that, I don't think it's fun gameplay to have people rotate through spawn during an uber and come out the other side with 2 vac charges, this is one of the main reasons the spawn is the way it is, with a large rotation. The spawns are close to the point and in direct vision, as that means that heavy going into spawn, or engi, or anything like that, is immediately punished. Coming out of spawn results in 100 damage onto yourself, as the spawn is directly in contest with the demo and whoever is on top of point. I like this design choice as it's also a huge punish if the attackers are too scrappy in their point play, the defenders will get out for free in a position which is pretty good.
I like being able to snipe to shutter from spawn as it solves this issue without compromising the design goals of my spawn positions, and it's also a risk, because if you miss, changing back will usually result in you having a low impact on the last fight due to the difficulty in coming out at full hp.
If it shows itself as a problem, I'll rework and recreate it as a standard spawn in b3/rc1 or something, no problem, we will see :)
e- next version out, fixed some weird lighting and hide spots and a missed clip wall
love, me