Powderhorn

CP Teddy final

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I played some of those tests, Iheard people say it (a lot ;) )

I dunno know, maybe you weren't around, or maybe missed it due to other people speaking, whatever. Always hard to tell what's going on, etc...
Don't know if anyone typed it up in feedback either, I just assumed the point was made so I left it at that.
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
Well I've watched the STV demos more than once, so yeah. Anyway it really doesn't matter because I've addressed the problems in the version I released today which is right above your posts anyway scroll up and read it GOD
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
With some cover and detail this map played a lot more comfortably. I can't help but feel that the far right flank (BLU's perspective) between BLU's spawn and CP1 is a little redundant and only serves to allow RED to flank BLU at their spawn. For a CP1 location this should really be a no no.

Other than that, the windows over looking CP1 are kind of a commanding position. You should bring the snipers a little more into the line of fire as what with the height, a lot of the time you can barely see the snipers hat when he shoots at you and there's no way to retaliate besides in turn joining sniper or rocket jumping up.

It felt like the teams were stacked in my favour the entire test, my team won each round, steam rolling the first, defending CP1 on the second, then i got team switched and defended CP1 again. Unfortunately i was eating my dinner during the final round.

So it feels like BLU is still too exposed when fighting CP1, especially when it comes to moving an uber into position in order to assault the ledge inside the building.
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
Thanks for the reply. I was eating dinner as well, so I'll check out the STV demo. I'm glad it plays better now I've filled some of the areas up some more.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Ah, i see you read it already, i edited the post with more details so re-read it if you could.

P.S. This map is really fun with gun boots.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
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3,814
Not that i mean to steal your thunder but you still have a lot more space for additional detail. You displacements are so flat/blocky they reveal the shape of the original brush and look unnatural, chimney's not on your roofs, no pipes running along your spytech ceilings, bare walls where you could put server models, wooden walls without paint patches or corrugated sheets.

RC should be a serious decision where you're telling people you're basically done with the map unless further testing reveals additional issues like very subtle balance issues caused by a prop or collision mesh, or a wide community report suggesting a lighting change or something.
 
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honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
I am basically done with the map, I don't really have time to add tons of detail. This is a uni project where I have about 2 weeks to finish the map and an 8000 word report.

edit: final now yeahhh. at least thats 1 contest entry confirmed.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
I am basically done with the map, I don't really have time to add tons of detail. This is a uni project where I have about 2 weeks to finish the map and an 8000 word report.

edit: final now yeahhh. at least thats 1 contest entry confirmed.

good luck with the report

also that's pretty cool you could use it as a uni report too :)
what you studying by the way?


edit: you didn't really play portal2 on the 15th, did you. XD
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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I know that it's _final, but there are a few things that bother me:

These displacements have very sharp corners; they look like they were barely edited.

These signs are really weird, how is that wood just stuck inside the rock wall? Have them hanging off nails like that lamp or something.

This recess is very shallow to have a big door in the threshold; either make it deeper or remove the door.

You have two in the same place of these lights.

Map looks nice, but it feels very samey: most detailing areas are just some crates and barrels thrown under stairs, behind doors, etc. You should have more areas that make the player think "wow, that's really awesome," like the tractor in front of BLU spawn.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
when you hit undo in hammer after carrying out a translation, sometimes the undone objects don't show up unless viewed from an angle that lets you see where they were positioned before undoing. re-opening the map will fix the problem
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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You've given your map the final suffix but there are still gameplay, balance and detailing issues that need to be resolved. I don't understand why people are always so hastey to shove "final" onto the end of their map name when they barely tested late beta/RC versions.

Not having the time to develop the map further before submitting it to the contest is one thing, but the contest isn't the end of the world for your map unless you just don't care about it anymore.


  • CP1 is twice as hard to capture as CP2, making the progression of difficulty feel very backwards.
  • RED spawn is easily spawn camped from CP2 despite the low wall with the servers blocking direct LoS; BLU can just have 1 or 2 players on the point capturing whilst the rest spam the door from the ledge overlooking the entire room, or demomen can just use their indirect fire to cover themselves.
  • RED have no high ground at CP2 meaning any long lasting direct defense of the point is impossible; usually resulting in RED turning to FaN scouts and airblasting pyro's rushing it from the spawn.
  • BLU spawn is way too easily spammed for a CP1 level of difficulty. RED's advantages are numerous whilst BLU have as many disadvantages as RED's advantages.
  • far flank at the staging area is only of use to the RED team and BLU spy's. Other classes can utilise this area, but their impact is negligable and usually a detriment to their teams progress when not attacking out of the primary spawn exit.

All in all area 1 should not be 3-4 minutes of spawn camping and 1 minute of despirately flushing the capture area of sentry nests.

CP2 should be harder than it is whilst CP1 should be easier. The 52% win ratio for BLU may seem like balance until you realise that most of RED's wins are at CP1 where BLU barely gain any ground at all.

The map still has development progress to be had and shouldn't be final, RC1 at best. Your hasteness is apparent in the fact that you had to update and re-release your map under the same file name which is problematic for servers and clients trying to play it.
 
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