It's been many years, and the revision to Antiquity has been long needed. Not only to majorly update the aesthetics, but to also improve the gameplay.



So far, I'm very happy with the new version of the theme, but as always, gameplay will require continued tweaks, changes, and iterations. This is something of a diary to explain my thought process throughout the revision.



I should also note that the previous version was considered RC1 -- or 'Release Candidate 1.' Obviously we've moved the whole map back to beta until we're sure it plays well in the new incaranation. Unprecedented, perhaps, but warranted!

2017 2011

MID POINT The most obvious changes to the middle point is the change in its overall height, but what might not be quite as obvious in the screenshots is the positional change of the control point itself. It's been moved from within the temple, to the top of it. This also required additional easier routes for the non-jumping classes. Since the inside of the temple is now mostly unused, it felt like a good spot for a carrot, to entice players inside or through. The large healthkit is likely too much for this purpose, so in later iterations will be downgraded severely.



The most obvious changes to the middle point is the change in its overall height, but what might not be quite as obvious in the screenshots is the positional change of the control point itself. It's been moved from within the temple, to the top of it. This also required additional easier routes for the non-jumping classes. Since the inside of the temple is now mostly unused, it felt like a good spot for a carrot, to entice players inside or through. The large healthkit is likely too much for this purpose, so in later iterations will be downgraded severely.

2017 2011

MID POINT BALCONY The pair of thin wooden planks that were the only access to the top of the middle point in the previous version were replaced with more robust and easier to use tree trunks. As a bonus, this also reinforced our Cambodian theme. The previous version also had a minor jump sequence to reach the balcony. In the latest version, this was turned into a full set of stairs. No reason to beat around the bush -- we WANT players up there. The pair of thin wooden planks that were the only access to the top of the middle point in the previous version were replaced with more robust and easier to use tree trunks. As a bonus, this also reinforced our Cambodian theme. The previous version also had a minor jump sequence to reach the balcony. In the latest version, this was turned into a full set of stairs. No reason to beat around the bush -- we WANT players up there.

2017 2011

MID POINT GARDEN ENTRY What was previously a side room has now become a much more accessible side route. Removing one of the arches opens up the area tremendously, and even moving the garden closer still gives enough room for an additional balcony level access. The smaller route next to the garden was shifted over and now provides a direct route to the 2nd point, though this directness pays the price of being too much of a choke. What was previously a side room has now become a much more accessible side route. Removing one of the arches opens up the area tremendously, and even moving the garden closer still gives enough room for an additional balcony level access. The smaller route next to the garden was shifted over and now provides a direct route to the 2nd point, though this directness pays the price of being too much of a choke.

2017 2011

GARDEN ROUTE When Antiquity was initially made, this side area was blocked off by arches solely for optimization. It didn't feel very good going off into a large side room to reach the second point. As mentioned, this was opened up to make the flow better. In addition, the pickups that were located in this area were removed, as they were redundant -- there's a medium set at the second point just beyond the archway, and another medium set at mid by the new stairs. When Antiquity was initially made, this side area was blocked off by arches solely for optimization. It didn't feel very good going off into a large side room to reach the second point. As mentioned, this was opened up to make the flow better. In addition, the pickups that were located in this area were removed, as they were redundant -- there's a medium set at the second point just beyond the archway, and another medium set at mid by the new stairs.

2017 2011

DOORS TO MID Several doors provide access to and from the interior rooms of the ruins structure. Players found the columns annoying, so this was addressed by reducing the thickness of the columns and also reducing their number. In the old version, strongly coloured stone on the inside walls starkly marked the entrances. The new artstyle is not quite as on the nose, so torches were added to the entrances to draw attention to them. Several doors provide access to and from the interior rooms of the ruins structure. Players found the columns annoying, so this was addressed by reducing the thickness of the columns and also reducing their number. In the old version, strongly coloured stone on the inside walls starkly marked the entrances. The new artstyle is not quite as on the nose, so torches were added to the entrances to draw attention to them.

2017 2011

SECOND POINT Players (myself included) hated the ditch at second. It served no point other than to put you at an accidental disadvantage when you backed up into it, so it was totally removed. Also removed was the decorative structure which only blocked sightlines. This purpose is more elegantly served by raising the second point and placing one of the large banyan trees nearby. As well as helping with the sightline, raising the second point also makes it more defensive against retakes while slowing down overwhelming pushes from mid. Players (myself included) hated the ditch at second. It served no point other than to put you at an accidental disadvantage when you backed up into it, so it was totally removed. Also removed was the decorative structure which only blocked sightlines. This purpose is more elegantly served by raising the second point and placing one of the large banyan trees nearby. As well as helping with the sightline, raising the second point also makes it more defensive against retakes while slowing down overwhelming pushes from mid.

2017 2011

LOBBY TO LAST One of the goals for this area was to open up the area and provide more vision for the various entrances. A more direct route with better visibility was added along the top, and the area beneath the stairs was made more open. After playtesting the new version, this will need further tweaks, but it's a strong step in the right direction. One of the goals for this area was to open up the area and provide more vision for the various entrances. A more direct route with better visibility was added along the top, and the area beneath the stairs was made more open. After playtesting the new version, this will need further tweaks, but it's a strong step in the right direction.

2017 2011

SECOND TO FINAL FLANK The flank route in the old map actually worked fairly well, but it was too far removed from the main pathways and consisted of too many separated rooms. Two of those rooms were combined into the new stairway room, and the health kit was upgraded to a medium. The stairway now keeps players pointed roughly forward rather than having to doubleback. The flank route in the old map actually worked fairly well, but it was too far removed from the main pathways and consisted of too many separated rooms. Two of those rooms were combined into the new stairway room, and the health kit was upgraded to a medium. The stairway now keeps players pointed roughly forward rather than having to doubleback.

2017 2011

LAST UPPER ENTRY One of the most used entrances and exits turned out to be this upper side route. Unfortunately there were a lot of problems with it. Players would take damage dropping off the side, the cover was essentially barrel-prop spam, and it provided a huge advantage to attackers. All of these were addressed in the new version. The walkway has been lowered, the cover is much more simple, and the route now drops to ground level instead of running directly into the defender's spawn. The small health kit here was also moved closer to the main entrance as a carrot for both defenders and attackers using that route. One of the most used entrances and exits turned out to be this upper side route. Unfortunately there were a lot of problems with it. Players would take damage dropping off the side, the cover was essentially barrel-prop spam, and it provided a huge advantage to attackers. All of these were addressed in the new version. The walkway has been lowered, the cover is much more simple, and the route now drops to ground level instead of running directly into the defender's spawn. The small health kit here was also moved closer to the main entrance as a carrot for both defenders and attackers using that route.

2017 2011