Sky Noon is a First-Person Shooter with Brawler mechanics. Players are equipped with a grappling hook, a lasso and an arsenal of weapons and abilities. There is no health in Sky Noon - players eliminate their enemies by pushing and pulling them off the Floating Frontier.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27736937/dd03a4861a02b856359f57288f3c067b5cf15847.png[/img]
Wow, it has been a whole week already. Hello again, we’re back with another blog post for you to eat up with your eyes. Before we get talking about the closed beta starting this week, which is probably the only thing you’re here for, we should mention that our Unreal tech blog is now up. You can head over to the Unreal community website to have a look at the process of prototyping Sky Noon, followed by development from said prototype into what you see today. Here’s a nice link to get you there if you’re interested:
https://www.unrealengine.com/en-US/blog/sky-noon---reimagining-the-wild-west-into-a-first-person-action-brawler
Now onto the important stuff. The closed beta is this week. From the 23rd to the 25th you will be able to play a small selection of the maps and game modes we are offering in Sky Noon. Below is everything you will be able to play, nothing more, nothing less. We will also go over some general balance changes and additions since the previous closed beta.
[h1][b]Hightown[/b][/h1]
If you played in the last beta then this will be a new map to you. High in the sky is a town, a town with a super creative name: ‘Hightown’. The map has clear sightlines in the streets with buildings surrounding them, perfect for a classic western showdown.
You will be able to play the first public showing of our take on King of the Hill, a 4v4 team based game mode. Stay in the point while your enemies try to knock you out of it and be the first team to capture five points total. The point will move around the map so be quick to get there before the other team does.
On this map you can also play Team Deathmatch, the standard game mode where eliminations are all that matter.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27736937/ad3394e9950b967f6fb14d1d04f847da805571e7.gif[/img]
[h1][b]Bridge[/b][/h1]
The Cart map ‘Bridge’ is back after its appearance in the first beta but with some updates. A few weeks ago we wrote up a blog post talking about some of the more significant changes to the map in response to beta feedback. If you missed it then here is a quick link:
http://lunarrooster.com/2018/05/01/building-bridge-s/
If you missed out on the first beta then here’s a quick run down. Bridge is a unique symmetrical map in that it hosts a game mode unique to Sky Noon called ‘Cart’. The objective is to shoot the minecart along the tracks and into the enemy team’s base, ending after one team has scored three times. Along the tracks are intersections controlled by switches. Shooting or punching the switch will cause the track to change direction, allowing a team to send the cart a different way. Team work will be required to manage the switches, the cart and the enemy team in tandem. Bridge is one of three Cart maps currently in Sky Noon (it will be the only one playable in this beta).
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27736937/9809780c53fa8c47b7b1b1c5853506a188753afc.gif[/img]
Some changes were also made to the Cart game mode. The minecart now has a higher max speed. This improves the effectiveness of the low fire rate weapons while decreasing the time players have to spend pushing the cart. Along with this is a change to how tie breaker works. If teams are tied in score after the time runs out then the track switches will lock, creating a straight shot from one base to the other. This should help to shorten those more lengthy tie breakers. Be sure to let us know any feedback you may have about the Cart mode and Bridge, we are always watching and listening.
[h1][b]General Balance[/b][/h1]
Several balance changes have been made to certain weapons and abilities for various reasons. Generally, the plan is to make sure that every weapon and ability is worth using with none being the ideal choice for every situation. In the last beta we saw that the Teleporter and revolver were causing problems and so changes are being made to get them in line. In addition are some buffs to abilities that felt worse than the rest in certain situations, namely the jet boots and dynamite. Full details will be available in the patch notes when they are ready, which will be just before the beta begins. A preview of some of the changes are listed below:
[list]
[*]The Teleporter will now teleport you to it as soon as it hits a surface, preventing you from hiding one in the map as a get out of jail free card. You can still still activate the Teleporter early if you want to teleport into mid air.
[*]Jet Boots are now much more useful for mid air strafing, having received a boost to horizontal movement speed. Additionally, they won’t boost you upwards unless you also press the jump key.
[*]Dynamite has a shorter fuse and will blow up instantly if fully cooked, making it more reliable as a movement tool
[*]The Revolver has gone through its first balance pass. The force per shot has been reduced alongside an increase in time between shots. This limits the maximum force output while maintaining the revolvers role as a long range weapon. Give us your feedback in the Discord
[/list]
That’s all we have to say for now about the closed beta. Keep an eye on Sky Noon’s Discord server for announcements and further information as we get closer to the beta date. Feel free to use the server to find teammates for your Sky Noon squad and don’t forget to leave your own thoughts or suggestions. We hope you enjoy the beta and look forward to your feedback!