Mott

PL Mott A10

Lord Ned

L420: High Member
Feb 11, 2008
421
174
in526s.jpg
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Lol, kart starts on CP because you're "different." Looks nice so far, when can we see stage 2?
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Looks cool dude. Apart from the first bit on the left ( around the track curve) looks to linear and spammy.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Hey man. I had a run through of your map, to see well what it was like, I'm assuming this is the first stage of a 3 stage pl map. In the console there is an output that cp_2b or something can't be found by filter_activator_tfteam.

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This room is way bright.

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Floating Sideways cart?

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The long assed sniperline from the last point could be troublesome

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Same above, except to a major chokepoint that the cart goes through. (I see that bridge area being spammed and a major problem)

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This area would be a prime sentry spot (around where my crosshair is) It covers the track quite a bit, and that major chokepoint.

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Same with this area

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This area might be kinda overpowered for SGs, it covers the track, and a spawn exit, with all three others being behind the rock area it provides cover for the SG, while still giving it access to shoot at the track.

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Showing a sentry sightline in this position, the only real way to take it out I would say (from attackers perspective) would be spamming stickys.

Overall I like where this is going, you'll probably need more routes to flank with, and make that bridge area wider as it will be a problem area. Hope to see a2 soon!
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Thanks for the feedback all. Well played Midget, I'll put some windows next to the sentry location and make one of the blocks higher to block the sightlines.

And yeah I was just slapping down lights don't blame me.

Sideways cart has been fixed (Thanks Boojum... Again) and it goes up for a reason. You'll see in the next alpha. :)
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
This map was fun when we played it, if not a bit too bright and choke-pointy. I have some screens of things that need fixing here:

I think this was inside BLU spawn. The light is sneaking inside.


Near the left wall just outside BLU spawn. Rather noticable displacement that I think just needs to be sewn.


Your roofs need to be playerclipped so people can't go on or past them. I got blasted so far (under the influence of Bonk! no less) that I went past the trigger_hurt you put down.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
The bloom ended my eyes.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
First thing first, fix the mirrors edge bloom, lack of lighting in some buildings, and the roofs you can go on :D

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Make this more obvious you cant walk between it OR that you can. I personally would move it closer

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This building serves no purpose. There is only 1 door, and the windows don't provide a good angle to snipe from. There's also only small ammo and hp in here.

pl_mott_a6a0004.jpg


These windows don't look like you can go through them, and if you do it provides a really cheap and too effective flank for red. I'd add glass.

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fix dese stairs goin against de wall

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Losing this forward spawn DOES NOTHING FOR RED. There is only a slightly longer walk to this place from the other spawns. It's also way to easy to kill all blus in here since theres a contrant stream of reds

This path is too hard for blu because they are forced out into 1 small door, which red has height advantage at the other end. Also the hp kit that's in here can be seen from the exit door, so you have to be in too much danger to get it

pl_mott_a6a0008.jpg

Generally attacking the point as blu is hard. Red ALWAYS has the height advantage, and when they don't it's just flat ground. They have 3 entrances, the one on the left being too small for blus to get out of. And when red pushes past blu they have even MORE high ground. The paths themselves aren't interesting and it's too hard for blu to make a base/safe zone near the 1st point.

pl_mott_a6a0009.jpg

This ending is boring. It's flat and has no good features. It's also annoying being contantly shot by snipers across the map while there being nowhere to hide/take cover

I also assume it would be to hard for a spy to decloak.

pl_mott_a6a0010.jpg

I feel there need sto be a support for the wide and big building thing uptop. Could spice it up a bit and add cover for blu
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Hydro sky or the top one. Also

RESIZE YOUR GOD DAMN IMAGES WHEN YOU POST SO MANY

Having the page jumping around more than a grasshopper on sterroids whilst trying to write a reply is annoying as fuck.