Goldfight_a1(Title pending)

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
Goldfight(Title pending)

1/23/10
Special thanks to
jakemaheu- who was able to find what was causing b to not be unlocked
A Boojum Snark- The Game mode database
My sincere thanks,
Dark

1st map that was worked on for release :)
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
Quite open and chunky, I'd define the paths a little more (in the open parts especially) Also, In your second screenshot, is that a drop to the skybox? Because it looks like you could fall right off there from this angle. Not Good. And a light in screenshot #5 wouldn't hurt as it's on the verge of being too dark.
 
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The Whole Team

L1: Registered
Nov 4, 2009
49
7
Here's a few problems I found on a real quick run through:

The following are just weird, uncomfortable, tilted corridors that just feel wrong
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10009.jpg?t=1264085217
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10010.jpg?t=1264085256
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10000.jpg?t=1264085297

This is a big bug. Whenever Red wins it instead says that the match is a stalemate.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10008.jpg?t=1264085325

The alternate route to B (the point that's above ground at a higher elevation) ends in an invisible wall right here.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10006.jpg?t=1264085362

There are some seams open in the ramp leading to point B.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10002.jpg?t=1264085407

The unenterable hallways that red comes out of to defend B and A ending RIGHT where you get to the point so that blue can see where red spawns from while capping the points looks kind of weird.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10001.jpg?t=1264085446
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10003.jpg?t=1264085450

Just a few problems with C. Defender only have one way out of their spawn to get to C so they can be easily spawn camped. Also, the paths leading to B and A don't close when C becomes available so Red can easily flank and disrupt Blue. And (little error) the can't enter sign isn't all the way in the door way.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10005.jpg?t=1264085497

Also, it looks like you could rocket/sticky jump up here but you can't. You should either let them rocket/sticky jump up there or make it clear that you can't.
http://i982.photobucket.com/albums/ae310/Holden_W/cp_goldfight_a10004.jpg?t=1264085557

Also, the path leading to A and B doesn't look like it has enough cover. One decent sniper could slaughter blue.

B only has one real way to get to it (though soldiers and demo's can get there by a second way) which seems like it would make B incredibly easy to defend.
 
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jakemaheu

L1: Registered
Aug 13, 2009
40
4
Remember me? :3

I noticed in the 4th screenshot that the control point could be extremely campable-- a sentry set up on that path could easily take out most targets.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
Thank you to the whole team however I cant see you pictures if you could upload on something like mydropbox that would be great. I already have a build were the red stalemate is fixed, (credit goes to snark) I will put it up as a1 again, before game day on the 27th when I hope to have it tested, or with you fixes included.
Also jake would you like your chat name or tf2maps.net name displayed?


Hint 2:
Go with haste.
With courage!
and,
Don't be afraid of the dark.

-1096
72
291
 
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The Whole Team

L1: Registered
Nov 4, 2009
49
7
Sorry about the links. Photobucket was down for maintenance so I decided to try out the handy dandy TF2maps album page.

Anywho, the links should work now (hopefully). Best of luck with your map!
 

jakemaheu

L1: Registered
Aug 13, 2009
40
4
Thank you to the whole team however I cant see you pictures if you could upload on something like mydropbox that would be great. I already have a build were the red stalemate is fixed, (credit goes to snark) I will put it up as a1 again, before game day on the 27th when I hope to have it tested, or with you fixes included.
Also jake would you like your chat name or tf2maps.net name displayed?

Heh, could I get my tf2maps.net name, please? I'm actually going to be changing my chat name to this as well, but with the [nom³] in front.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I could imagine there being a lot of problems with that death pit in screenshot 1
"ooh, gold"
On topic though, I think you should fix the tilted corridors and brighten up a lot of the indoor sections. And the long corridors and simple A-B paths cause gameplay errors.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
A2 bump