Burtilian
Account Details
SteamID64 76561198010318008
SteamID3 [U:1:50052280]
SteamID32 STEAM_0:0:25026140
Country United States
Signed Up June 7, 2015
Last Posted September 9, 2016 at 3:11 AM
Posts 3 (0 per day)
Game Settings
In-game Sensitivity 0.9
Windows Sensitivity 1
Raw Input 1
DPI
10000
Resolution
1920x1080
Refresh Rate
300Hz
Hardware Peripherals
Mouse Razer Deathadder Chroma
Keyboard Corsair K70 (MX Brown switches)
Mousepad Perixx DX-1000XXL (36"x17")
Headphones HyperX Cloud I
Monitor BenQ XL2430T
#33 Ultiduo Grove in Map Discussion

For b1 vs a7

The major change for this one was the rotation of the point (mostly the ramps).This makes your ramp even easier to use, and I think allows med to be a little quicker following their soldier to high ground, which I think is a good change. This meant that the 'boxes' path was even less frequently used, but instead created a little pocket for your soldier to drop down in to get arrowed and the opposing soldier would really have to commit to the edge to finish them off, which as nice. Overall, I like this change. I didn't notice much difference with the stumps being moved out a little. Still able to normal jump to them from point. Only a few fights took place on these, but were interesting..

Pros:
-Improved path for 'rollout' with ramp rotation

-Little empty space to make use of quickly, without having to jump way out behind a stump or tree was nice.

-Pretty textures

Needs work:
-I really think that fighting with a limited ammo set is part of the 'training' aspect to Ultiduo and you should be pressured to end the fight quickly, and need to spend some of your time between 'waves' collecting the ammo from dead players. I would say the ammo pack just to the side of point is a bit *too* convenient and the one on the outer edge if you absolutely need it from the map was plenty. It is, at least, a small pack, though.

-The Red roof of the shack to the far side of the point is unclipped, so you can jump way up there and stand on it. The Blu side roof, however, is not accessible. I would imagine this should be clipped off, but whatever the case, they should match.

posted about 7 years ago
#29 Ultiduo Grove in Map Discussion

For a7 vs a6

As the above feedback states, it is tough to address point as med, and you are pretty completely reliant on your soldier to be aware of that and make room. If you try to climb early, you'll easily be spammed out. If your soldier goes too far in before you've had time to go with him, he'll be without heals. Given that, though, I think making that room is something the partially have to do to take point anyway. Maybe still a bit strong for defenders vs offenders, but still fun on both ends. Overall, in my opinion, I think this could be getting close to done with major shape changes, and moving more toward visual and polishing ones!

Pros:
-Stumps are now med-accessible :D This adds an interesting movement dynamic for med.
++This does change what seemed to be its most functional purpose in a6. In this version, the height variation is small enough that the soldier on point can jump and splash the stump platform, so it makes it less 'safe' as a fallback point for soldier.

-The 'boxes' way to jump on point now is actually consistent (doesn't result in getting stuck anywhere). It still doesn't seem like it is very often used, since using the 3 jumps to get up there is often going to be much less smooth than taking either of the ramps, but this is probably fine. It might be interesting to see a 'steep' straight ramp here.

Needs work:

-I wouldn't say any new problems were introduced with a7.

Thanks again for your work on the map, and being so receptive to feedback!

posted about 7 years ago
#17 Ultiduo Grove in Map Discussion

Same group as the reddit post on a3 and Gunshlinger's post on a4 here.
We tried out a6 today, and it was definitely the best version yet.

Pros:
-With the spawn and cap times as they are now, it definitely 'feels' like an Ultiduo map now, rather than a small KOTH, which is great :D

-Lowered 'stumps' are now usable as high ground, since they're higher than the point, but the target is still heal-able by a med on the ground.
++Still not sure they can really be used to take point, since they're kind of far away, reducing rocket damage by enough not to likely be able to kill a fully pocketed soldier on point, but good for temporary retreat from fighting to heal up, so they definitely serve a purpose now.

-Shifted ramps now allow for less predictability as a med moving around point. Before, there was only one obvious ramp that was in front of you for your team's use, meaning their soldier on point could more easily watch just there to deny heals.

-Yay, 5 minute rounds

Needs work:
-Using the boxes to climb up, it is still frequent to get stuck/hung on the clipping, making it unusable if the other team is alive. I know with the overall shape of the map changing frequently at this stage, it may not be as practical to make these sorts of changes, but it would make the experience much nicer.

-This one is a little more ambiguous, but it is pretty tough to retake, since the places the attacking soldier can land on point are pretty limited if they want to keep the heal beam (which they do)...and the defending soldier can stand in the middle of the point, which is large enough to make it unlikely they will be knocked off by the attacking soldier. We did end up swapping point a decent number of times, so this may not really be an issue, but was an impression the soldiers mentioned.

-Taller skybox

Bonus:
-Minor, but it would be cool if the med could get up on top of the stumps some way other than surfing. Perhaps bringing the rock form back in some way and putting it on the back side to be able to jump to it from the health pack ramp somehow.

P.S.:
I think the v2 version with the flat mid makes it strictly a less interesting fight for point, almost completely a ground fight. To continue in that direction and have it still be interesting, I think there would have to be a direct height variation surrounding point. For instance, the stumps coming closer in and lower to the point (for roughly the same difference in elevation between the point and stumps in v1 version), along with being med-accessible and maybe even adding more of them. Could be 4, total? Not sure if it would work and not impede easy ground movement, though. Would be interesting to see.

Thanks again for your work on the map, and being so receptive to feedback!
edit:spelling

posted about 7 years ago