Now that you've played the artpass map, is it fun?

tyler

aa
Sep 11, 2013
5,102
4,621
I've played the winning entries and others and uh, I kind of feel like Valve should retool some of it. The rounds seem very long and protracted and frankly kind of boring.

I'm not really sure what they'd do, or how -- ask the winners to redo whatever they change? Do it themselves in the spirit of the map?

After capping A especially it gets a little dull. I'm thinking the huge wall needs to get a doorway facing B or something, because... yikes. And god forbid you don't have a teleporter.

But maybe it's better elsewhere? What do you guys think about it?
 
Sep 1, 2009
573
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After playing so many of the entires, It has kinda grown on me. All except that first cap time.....i want that cut by 5 seconds.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Actually, I like it more now than I did originally.

In fact, I hated it so much before some of the detailed versions that I quit a test when it was first played. I was so convinced the map was terrible that when it came time to play the detailed versions my expectations were as low as they could be. When I actually tried a full round though, I had more fun than I'd expected, so I actually sort of like it.
 
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Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I'm thinking the huge wall needs to get a doorway facing B or something, because... yikes. And god forbid you don't have a teleporter.

I kept wanting to do that too. That walk is LONG and leaves that corner of the map (blue spawn side) almost completely unused.

All except that first cap time.....i want that cut by 5 seconds.

It's set at 40 seconds, which from experience is 40 seconds for a scout or 80 seconds for any other class (sans Pain Train). It's exceedingly long, most first points are set at 20 to 30 seconds (40 and 60 for a x1 speed).

(Note: This may be completely bullshit, its based on when I was making my first map and went "this isn't capping in 10 seconds..." and watching the clock).
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
long cap on A is for red team to prepare on B
red is supposed to give up on A and start defending B as soon as blue started capping A
no way you can defend B with a shorter cap time on A.
sitting on the point is boring. but thats just how the map has been balanced, sadly
 
Mar 23, 2010
1,872
1,696
You can tell it was an early map (i.e. dustbowl, 2fort, well, hell even gpit and granary are meh.)

a lil bit better than the original 6, but not as good as newer maps like blands/bwater/etc..
 

tyler

aa
Sep 11, 2013
5,102
4,621
That's right -- it's been sitting around a long time, hasn't it?

It's amazing the entity work is so clean.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Maps magically play better when they are more visually pleasing, don't they?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Valve should slightly alter the buildings in a way that barely affects gameplay, but completely alters the geometry, forcing everybody to re-detail it.
 

Draser

L3: Member
May 17, 2010
144
12
and after that, they should replace all the textures of the winning maps, and re-do the entire thing XD
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
If they do all that, there might be like ONE vertice on the grid. Maybe.

But no, I'm waiting for them to actually go official. I don't want 2 copies of them on me hard-drive.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
i think the gameplay is a little off, but it's not actually bad. There's only one real route until B, when it splurges out into a bit of a mess. But there's no huge sightlines, and even charging from a to B as pyro is fun, and had it been a little longer it could easily have not been. The big changes in height advantages about B are fun, even if i personally find C a bit Meh.
 
Feb 14, 2008
1,051
931
Forward spawn for final point.