Mayflower Meadows

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Mayflower Meadows

cp_mayflower is a 5 point linear control point map designed by Toivo "tovilovan" Säwén. The map is/will be set in an alpine lumberyard/mining setting where teams start on top of hills and fight their way down into the valley. When designing the map I've looked a lot at my favourite 5-cp maps Yukon and Badlands, both for inspiration and for sizing. The map is pretty tight and should fit well for 12-24 player games. While the map is not particularly designed to fit competitive play it will probably be balanced enough to work as a competitive map. Clans interested in playing a practice clan war on this map can add me at steam: tovilovan. My clan is a European Div. 6 clan.

To win, either team must capture all control points before the timer runs out.

Current version: _a4

What I need feedback on:

- General game flow. Will the map lead to stalemate or to steamroll?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.

Thanks to:

A Boojum Snark for his gametype library
Ost for being awesome.
TF2maps.net for helping me with everything.
KURT! clan and the eXhale community for playtesting
You for reading this, downloading the map, jizzing in your pants, and post your ideas/bugfixes/input here.
 
Last edited:

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
I am considering that. Although I think gamedays generally only generate "omg this is awesome" and "dude you suck" comments, at least it's a way of showing off your map. And who knows, somebody might even like it ;D

Nah - you get a lot of good feedback from people who go on to post in the thread or catch seems/prop lighting/exploits you wouldn't have thought of.

But the most important part is getting a copy of your gameday Demo so you can review how the map plays - beyond what people just sort of say. :)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Since you only had the 2 shots of middle i thought it was an arena map at first :s The setup/layout certainly suggests this (although i would be more keen to point out it needs to be more interesting if it was, but for a 5cp map it seems mostly suitable).
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
I actually played the map with tovilovan, pointing out a few things that I thought he should change. I'll post them here for reference and perhaps some feedback on the feedback :)

Force players to move over the second point on their way to the middle by moving the entrance to the large house to the right of the second cap.

Fix the sightline problem where players can shoot from their canyon at the middle cap into the other teams "cavewalk" exit at the second cap yard. Perferably do this by orienting both sides somewhat to the left (While facing them from the middle cap)

Reduce the number of medkits. Make the medkit underneath the middle point a medium one instead of a full.

Rework the canyon and second cap area; these are quite uniteresting at the moment (I have some ideas for this that are far to complex to be discussed here).

I'm really looking forward to this map! It looks awesome!
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
As I haven't got any feedback whatsoever from this forum other than "this map is not very good", I think I will quit working on this map, at least for now. I am really disappointed because most of my friends have told me the map is great and just needs a bit of tweaking, when I get here nobody seems helpful at all.

Updated to version a4, btw, probably the last version of this map.