1. Current Think Twice Changelist

      written by Ray Benefield
      This is me writing up a quick intro. I just barely got this done in time to be sent out in the email for those who are subscribed. Here is the current changelist for Think Twice from the public beta version. Mark your calendars, Think Twice is being released on Monday, April 25th. Yes that is next Monday. That day marks the end of the two week beta.




      Bases


      - Moved Coliseum Wall flooring up by 0.2 to introduce minor elevation change and to make the jump onto the Pyramid sides easier; no crouch jumping required
      - Rotated Coliseum Walls 45 degrees towards their respective transition halls to have the lining of the Coliseum Walls move towards the transition halls
      - Moved Walkway Cover against the back wall that holds the health pack downwards to remove the visible glass and change the texturing so that it fit better aesthetically and created a textured holder for the Health Pack
      - Removed banks for the "flag platform" to reduce object count by 4 (2 at each base)
      - Rotated the Large Braces that make up the "flag platform" 180 degrees to compensate for a lack of 2x2 Banks by using the "ramp" section of the Large Brace as a substitute
      - Replaced Strut ramps on the sides of the Pyramid with the "ramp" part of the Large Brace to reduce object count and improve cohesion; also allows players to transfer smoothly when hugging the transition hall walls inside the bases
      - Replaced the single Needle Rifle on the left of the base with a DMR to have two DMRs in the base against each transition hall to better suit the long range (transition hall to transition hall) encounters in the side rooms and to introduce the consistency of DMRs in the bases and Needle Rifles in the side rooms
      - Changed the Plasma Launcher spawn time from 120 to 180 because of its power and because it typically lasts for a good amount of time
      - Switched the Plasma Launcher spawn with the Plasma Pistol spawn; this provides better introduction for the Plasma Launcher because of its "power weapon" status; it also ensures that the Plasma Launchers are used at roughly the same time to reduce the total presence of the Plasma Launcher throughout the game; there were several complaints of the Plasma Launcher existing for a good majority of the game and this was due to the staggered usage of the Plasma Launcher because of its old hidden position
      - Soft Kill Zoned all nooks at the tops of the transition halls
      - Replaced the 4x4 Block ramp at the new Plasma Pistol spawn (old Plasma Launcher spawn beneath the Pyramid) to a 2x2 Bank ramp; the new ramp allows players to strafe and not get caught up by running into the ramp because of the angled sides; also 2x2 Bank ramps are now used for every bottom entrance into the center to keep object consistency
      - Changed DMR max count to 8
      - Changed Plasma Pistol max count to 4


      Gold Room


      - Moved the Coliseum Wall flooring down by 0.2 to introduce slight elevation change; when mixed with the base floor raising it creates an elevation change of 0.4 between the bases and the gold room
      - Removed the Strut ramps on the sides of the back Pyramid and replaced it with the "ramped" section of the Large Brace to reduce object count and keep object consistency
      - Replaced both DMRs with Needle Rifles to keep consistency of Needle Rifles in the side rooms and DMRs in the bases
      - Moved the Man Cannon, both Glass Sails, the Health Pack, and the Strut towards the center by 0.3; this adds more dance floor behind it allowing players to safely move around behind it without accidentally getting sucked in; also creates more believable transition between the pieces because the glass on the Glass Sails no longer go into the Pyramid which improves the cohesion of the map
      - Fine tuned the Strut and Health Pack towards the center to improve the visibility of the Health Pack
      - Replaced the one Coliseum Wall that served as a back wall with two of them; this allowed us to create a "window" in the back wall by making a 0.4 space across the length of it between the Staircases on each of the sides sides and the two Coliseum Walls; This was done to break up the constant grey coloring with the color of Forge World's backdrop and remove some of the claustrophobia of the map; it gives the map a nice breath of fresh air and makes it feel more natural; this also helps with orientation as it is the only room with a window
      - Soft Kill Zoned all nooks at the tops of the transition halls
      - Replaced the 4x4 Block ramp at the Spiker spawn (bottom entrance to the center) to a 2x2 Bank ramp; the new ramp allows players to strafe and not get caught up by running into the ramp because of the angled sides; also 2x2 Bank ramps are now used for every bottom entrance into the center to keep object consistency
      - Changed Needle Rifle max count to 8
      - Changed Spiker max count to 4


      Green Room


      - Swapped the position of the Covenant Crates and the Hammer/Reciever spawn to improve weapon visibility for introduction purposes; This also allows for a single grenade trick from the center that will cause the Hammer to jump into the man cannon and launch towards the center
      - Lowered the three Pyramid "curve" by 0.1 to make it easier for players to jump onto and over it during combat
      - Removed the center Pyramid of the "curve" and replaced it with a taller structure made of 4 Struts that goes up to a little over the level of the center "cross" platform; This new structure serves as a line of sight blocker to the hammer spawn offering more security to those on the ground from the center... similar to the gold room's "generators"; it also helps with orientation now that it is visible from the far side of the top center and it can be jumped on to from the center or with a series of jumps from the opposite side
      - Replaced the Staircases against the back wall with Large Braces at an interesting angle to remove the need for additional ramps for the Pyramid, three on each side; also helps create a unique back wall aesthetic to help with orientation; it also freed up 4 platform pieces for use in the center
      - Changed Hammer max count to 2
      (The rest is the same as Gold Room)
      - Moved the Coliseum Wall flooring down by 0.2 to introduce slight elevation change; when mixed with the base floor raising it creates an elevation change of 0.4 between the bases and the gold room
      - Removed the Strut ramps on the sides of the back Pyramid to reduce object count
      - Moved the Man Cannon, both Glass Sails, the Health Pack, and the Strut towards the center by 0.3; this adds more dance floor behind it allowing players to safely move around behind it without accidentally getting sucked in; also creates more believable transition between the pieces because the glass on the Glass Sails no longer go into the Pyramid which improves the cohesion of the map
      - Fine tuned the Strut and Health Pack towards the center to improve the visibility of the Health Pack
      - Soft Kill Zoned all nooks at the tops of the transition halls
      - Replaced the 4x4 Block ramp at the Spiker spawn (bottom entrance to the center) to a 2x2 Bank ramp; the new ramp allows players to strafe and not get caught up by running into the ramp because of the angled sides; also 2x2 Bank ramps are now used for every bottom entrance into the center to keep object consistency
      - Changed Needle Rifle max count to 8
      - Changed Spiker max count to 4


      Center, Transitional Halls, and Miscellaneous


      - Replaced the 4x4 Tall Blocks that made the flooring of the tunnels in the center with XXL Platforms to reduce object count as there were minor complaints of jittering framerate from green to gold room when there were a lot of explosions; This also created much better cohesion since the textures line up with the rest of the tunnel to create a seamless transition of pieces; Made sure they were slightly fine tuned towards bottom center to reveal the color strips in all four of them in bottom center
      - Replaced the center Sniper Rifle holder that was made out of Small Railings with two Columns intersecting each other, one at a 45 degree angle; This was done because the previous structure hid the sniper rifle from view
      - Fine Tuned the Medium Railings at the ends of the center "cross" platform in green and gold room so that they stuck out as much as possible to make the jumps to the gold generator and the new green structure easier
      - Changed Sniper Rifle max count to 2
      - Lowered the ceiling Coliseum Wall to remove the holes in the corners
      - Created a ramp out of two Large Braces in each transition hall to transition from the new base and side room heights; This also has the benefit of transitioning the aesthetic and designating the "end of the base"
      - Moved the Tunnel Braces in each transitional hall up to "ground" it to the ceiling
      - Lowered the side XXL Platforms of each transitional hall by 0.2 to remove a piece that was sticking out on the bottom
      - Added a hidden Traffic Cone easter egg
      - Moved Neutral Loadout Camera to the gold room facing the center
      - Tweaked objective placement to perfection ;)
      - Added support for Bro Slayer

      8 comments:

      A 3 Legged Goat said...

      Take screenshots and post them somewhere!

      Jonzorz_124 said...

      Ni,ce work dudezzz are you going to post this in the BNET thread?

      GodlyPerfection said...

      I will when I am done playing with Obi.

      Jordan Lopez said...

      *Reading*
      OMFG CONE!!

      Schnitzel said...

      Link please?

      GodlyPerfection said...

      @Schnitzel Link to what?

      @Everyone else I'm adding a couple of things here and there as I work on the map. So this may change over time.

      Schnitzel said...

      The new version. I want to see if its something I'd want to play yet.

      C0deReader said...

      You know I just got the chance to play this and I must admit it could become my new favorite map for sure. Can't wait 'till public release.