I need to cure my map.

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
I'm working on a map called ctf_concrete, and I don't exactly know how to fix Mid, or fix sightlines. I'm trying to figure out a way to improve it, so I need some pointers on how to do so.

Also the map needs the frontline Pack to be installed.
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DeleteMyAccount

L1: Registered
Apr 8, 2016
46
21
Unrelated from mid/sightlines but I think you should rework the intel room. There is only 1 small ramp up to get it, no other routes.

In terms of mid while there are the wooden barriers for cover it feels really wide. Ask someone else but I think it's a bit too big. Maybe the sewers could go under the building and the building could have a second floor that is connected via stairs to the sewer. Although that could be too 2fort-esque.

Also the personally I think part of the base needs work. You spawn close to main entrance and so it's long to go out the far grey entrance and when you come back in you kind of forget it's there because it's far away and feels tacked on to me personally. What I mean is i'm coming in to the base and then I go "oh yeah there is also that entrance" but I have no reason/desire to use it.

I'll come back to it later and edit anything else I think of.
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Unrelated from mid/sightlines but I think you should rework the intel room. There is only 1 small ramp up to get it, no other routes.

In terms of mid while there are the wooden barriers for cover it feels really wide. Ask someone else but I think it's a bit too big. Maybe the sewers could go under the building and the building could have a second floor that is connected via stairs to the sewer. Although that could be too 2fort-esque.

Also the personally I think part of the base needs work. You spawn close to main entrance and so it's long to go out the far grey entrance and when you come back in you kind of forget it's there because it's far away and feels tacked on to me personally. What I mean is i'm coming in to the base and then I go "oh yeah there is also that entrance" but I have no reason/desire to use it.

I'll come back to it later and edit anything else I think of.

I tried putting the sewers under the map. It didn't work, and people reported it as being a large sightline. And it is.
 

DeleteMyAccount

L1: Registered
Apr 8, 2016
46
21
I tried putting the sewers under the map. It didn't work, and people reported it as being a large sightline. And it is.

Maybe the two sewers don't need to be directly connected? It doesn't look like they line up at the moment.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
Hi, Tuaam. I have some feedback about the two things you asked about.

When I come out of the base, I can see what you are concerned about with sightlines. I think that those are symptoms of having an uninteresting wide and open space that meets every player and class when they leave their fort. When you build a map for TF2 you need to design spaces that are suitable for each class, so you should avoid making big empty, featureless spaces where every class joins a spam pit. Continue your class-tailored structures and routes throughout your map, occasionally having them cross over each other so the classes meet. Look at Badlands and Doublecross mids, and Badwater's starting tunnel and think about how the play spaces are divided vertically, providing different play experiences, different class-tailored architecture and reducing the intensity of battles because of fewer participants. In your map's case, I think the solution would be to break away from building the exterior structures as islands, and making longer buildings which provide for a mix of close-quarters combat, and divide players. Think about how a spy or pyro would play there.

I think it would be easy for players to accuse your map of having a lack of height difference with respect to play spaces. That might seem confusing, because you have some islands outside with ramps, but at the moment players aren't required to use these ramps on their way to the objectives. They are just optional places to walk, but they delay the player from getting where they want to go, and in such a relatively small and open area, players might feel like the cost of time taken to use them is outweighed by the need to fight the encroaching enemy in order to survive. If you made these raised spaces part of the routes to the objective, players would take them, because they would be convenient.

Something else: When I leave spawn I don't know which direction is the intelligence room or which direction I should run to go to the enemy base. Don't rely on the outline of the flag for players to navigate. Signs will help but they should be used to confirm a player's sense of direction, rather than relied upon completely to tell them where to go. The structure of the layout and decoration should be the strongest indicators.