Mesa

rb6elite

L1: Registered
Jul 28, 2008
3
0
MESA
by Johnzee "rb6elite" Hodgson

Payload - 1 Stage - 4 Checkpoints

Hello, TF2Maps.net! As part of my transfer over here from FPSBanana, I am updating and re-releasing my maps. Hope everyone enjoys my work, and maybe I can finally get some real feedback at this site.

MESA is my third map, a continuous-payload in the style of Badwater Basin. I am still taking as much feedback as I can to continue improving this map and be a better mapper in general.

Note: I did read the post on naming your map correctly ("rc" being release candidate and "b" being beta). I did not follow this correctly. Shame. It is a release candidate.
 

Mostly Harmless

L1: Registered
Jun 18, 2010
7
2
The floor being ripped up to access the pipe in the second to last screen is an AWESOME idea to add depth to your map, +1!

This looks great, I'll definantly load it up and give it a run around when I'm back on my desktop.
 

Botervloot

L1: Registered
Feb 28, 2009
21
2
It looks good so far, but I can't help to think that you stole a lot of ideas of layouts from other successful maps like cp_coldfront.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
"4 Checkpoints" - I just ran around, there's 5! :O
It's looking great, I love the transaction from the industrial areas to outside.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
It looks like you have an unsewn displacement in your second pic; fix that. Also, that water isn't scaled 1x1, is it? If it's not, it should be.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
It looks pretty good, but have you optimised this at all? Your second screenshot shows a massive portion of your map.

Take a look at the goldrush vmf to see how Valve have cordoned areas with skybox brushes, rooftops and area portals.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
If youre looking for feedback of the map, I would say put it back to beta, as an RC says, its being released. RCs are barely worked upon when they do so.
 

rb6elite

L1: Registered
Jul 28, 2008
3
0
It looks good so far, but I can't help to think that you stole a lot of ideas of layouts from other successful maps like cp_coldfront.

This map has been in development long before Coldfront was distributed as an official map, and unfortunately I haven't played it yet. However, I did shamelessly steal ideas from Badwater, such as the arrow-signs that move up and down based on who has capped the points.

Also, that water isn't scaled 1x1, is it? If it's not, it should be.

It's not - I didn't know it had to be :facepalm: whoops

It looks pretty good, but have you optimised this at all? Your second screenshot shows a massive portion of your map.

The map has extensive optimization work done. It's not the best work, but I'm getting better. I had tried a skybox brush in that area on the building near the center of the picture, but it was too easy to tell something was going on, like a graphical glitch, when you looked at it in-game. The way I worked with the HINT brushes so that visability onto the mesa was restricted based on where you were in the canyon seems to work OK, though. I admit it may have been a goofy design decision.

If youre looking for feedback of the map, I would say put it back to beta, as an RC says, its being released. RCs are barely worked upon when they do so.

Ok. I was unsure about what I should call it. Although I like feedback on my maps no matter what stage of development they're in.

Thanks guys - I appreciate the comments. Is there a way to edit this post and bring it into "beta" instead of "release candidate"?
 

koth

L1: Registered
Jul 23, 2010
17
4
I love the look of the map, but my concern is that the bridge in the second screen shot would be a major choke point making it almost impossible for Blu to move the cart past. Maybe I'm wrong. I'll run this on my PC and see how it is.