Megacorp

Trust

L1: Registered
Dec 6, 2008
42
78
megacorp2.png

Aye behold - an excitingly spectacular 5-point CP map! Set in the night, the both teams battle for the control of enemy teams central HQ building in this classically styled almost linear map.


Paths.
megacorppaths.jpg


This is a very early build. I'm looking for all sorts of feedback, from gameplay to aesthetic. Thanks!
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Make sure to get lots of signs up, they are often underused yet make a map much more easy to understand and memorable
 

Trust

L1: Registered
Dec 6, 2008
42
78
Rest assured that I'll put in as much signs as it's technically possible without crashing Hammer. Huzzah! I'll put in so much signs that even a blind person will see where they are!



Huzzah!
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
*Open areas needs more cover, sniper can easily dominate.
*Skybox near spawns is too low. -> Sticky jumping is hard.
 

Arkosis

L1: Registered
Feb 19, 2008
28
4
Many areas were very open, and cover in them was sparse. Middle point seems allright, but the 2nd and 1st were hard to attack. 2nd point was really open, seemed like sniperlands. the 2nd was also really tough to assault, since the staging areas from middle, usually had you exposed for a long time. 1st just seems awkward. the point works I guess, but it almost works in a way, where once someone is capping at the top, its hard to get up there and stop em.

Another problem I saw was the overall scaling of the map. Many things seemed way bigger than the player, and unusually large (IE. The indoor ramp near 2nd)

Also, Forward spawns in the middle can be accessed from the start of the game.

Signage. You had a few signs at areas, but it didn't really seem to communicate to most. My initial runthrough had me very confused.

overall it's looking good though. keep at it!
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Played this today, first impression is that the scale seems a bit off, a bit too big. Perfectly justifiable for a first alpha, but you should scale it down a bit.

The other thing is the middle point. While it's an interesting experiment, I extrapolate that it's physically impossible to recuperate that point once one team "settles in". It's just too easy to bomb it from above and overall make the point impervious. I'd say that either close the "hole" and make the point "underground" entirely, bring the point to the top or open up the top or bottom more so it's less of a "shooting fish in a barrel" thing.

Lastly I'd recommend getting more signs up, but I'm guessing this is something that you'll do as the map matures, so I'll just leave it as a note.

Good a1 though, keep it up.
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Like everyone else has already said, very big. I'm not entirely convinced by the middle point. I want to say that having the cap down in a hole like that means that anyone trying to cap is just going to be spammed to death by the other team.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
cp_megacorp_a10001.jpg

What's with this arrow? It's leaning against a wall and pointing in the general direction of a path, not to any particular exit. Move it or remove it so it doesn't confuse players.

cp_megacorp_a10002.jpg

This door opens very slowly and should have a lip.

cp_megacorp_a10003.jpg

Not the best shot, but it's very easy to hide in that corner behind the soldier. I saw a couple of players run entirely past the control point.

Other than that, flow was pretty slow. Paths were left relatively unmarked, which meant that you'd find one and stick to it. The second point was also very open meaning that snipers could cover it very easily. The third point, however, was very closed and therefore highly spammable.
 

Trust

L1: Registered
Dec 6, 2008
42
78
Thanks to everyone for playtesting yesterday and giving me precious feedback! Stay tuned for the next release where the things you deemed broken will be fixed!



With magic!