Glacier

CP Glacier RC6

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Yeah, please tell me you replied to that guy with something along the lines of "What about Gravelpit?" Because complaining about splitting the teams between two points when their own map does just that is...wtf.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well valve kinda ditched gravel pit, we've seen new maps of all the modes that don't split teams, ie. no new TC and no new gravelpits. So I imagine they generally think it was a less worthwhile mode.

(oh wait, plr screws over the no new maps that split teams idea >.< )

Its cool that valve sent you feedback, but it also means you're most likely off the list of potential inclusions for future without some larger changes to the map itself :(
 

Tinker

aa
Oct 30, 2008
672
334
I think the point is that gravelpit in the case of sending people to C gathers them in a "chokepoint" first, either at the B bit with the small healthkit or the A bit where the tunnels join, which makes them group up. Glacier does a little less of that.

EDIT: as answer to drpepper's post, you guys are fast.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Well valve kinda ditched gravel pit, we've seen new maps of all the modes that don't split teams, ie. no new TC and no new gravelpits. So I imagine they generally think it was a less worthwhile mode.

(oh wait, plr screws over the no new maps that split teams idea >.< )

Its cool that valve sent you feedback, but it also means you're most likely off the list of potential inclusions for future without some larger changes to the map itself :(

future changes like improving my fps from 10 :)
 
Jan 31, 2008
555
1,482
Yeah I'll definitely write a reply to this tomorrow.
Saying the layout isn't good because of the team splitting is rather questionable to say the least, especially when thinking about gravelpit, plr maps and steel.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
It may be worth collecting some data (i.e. time-to-walk) on how easily it is to walk out, see A/B, go "Uhhh, no!" and walk to the opposite (B/A) point.

Then compare with Gravelpit, which really has one pretty-short way to go from A<->B that isn't via C or via the spawn.
 
Jan 31, 2008
555
1,482
It may be worth collecting some data (i.e. time-to-walk) on how easily it is to walk out, see A/B, go "Uhhh, no!" and walk to the opposite (B/A) point.

Then compare with Gravelpit, which really has one pretty-short way to go from A<->B that isn't via C or via the spawn.

I just measured the walking time from both spawns. All the walk times to the points are shorter in glacier compared to gravelpit.
 
Jan 31, 2008
555
1,482
Travel times:

TravelTime.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Signage indicates direction to go but when arriving at the cap point it isn't clear which one you've arrived at.

Cap points are hard to find in the first two capture areas, always tucked down and out of the way. A is reverse from the way you enter the zone. B is down below hidden away from view.
You know, I hadn't noticed this, but it's true: In Gravel Pit, there are signs right on the buildings the capture points are inside of. While Glacier does have the one sign pointing down to point A, it's not visible until you've already rounded the corner. B is a little better, with a big arrow you can see as soon as you emerge from either of BLU's tunnels (as well as the one from A), but I dunno... I've somehow never noticed that sign until now.

The second point, about the CPs being tucked away, is definitely true, and maybe not enough is being done to draw the player to them, but I'd like to see why they thought this would really be a problem, in practice.

Speaking of signage, though, I'm surprised they didn't say anything about the lack of warning that the water kills you. Looking around, I see none of the skill-icon signs they usually put up next to death traps. Sounds like a case of misplaced priorities to me.
 
Aug 10, 2009
1,240
399
Few things to say about this.

On some levels I agree with the designers. The points, when I first played were very ambiguous, especially C (the bottom level was confusing). Once you get to know the map, the problem is resolved, but there existed a problem nonetheless.

I also agree about the team splitting. Yes, Gravel Pit splits teams, but there's a certain degree of cohesion to which it happens. I don't know how or why but the way Glacier functions, I feel the teams can split on a much more confused basis. If I was to compare it to liquids, Gravel Pit is like throwing honey down on the ground, while Glacier is like water (this would be a more extreme example).

Furthermore, they do make a valid point about C. I will return to what I said about the A/B split with regards to cohesion. C is a pretty cumbersome point to get to, there are a lot of entrances through radically different and distantly connected portions of the map. In Gravel Pit the attackers team can always be found in one of 3 places, while in Glacier, it's not always obvious where they are, and often the team isn't together.

Finally, how the hell did you get Valve testing you lucky sob :O :O :O
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I think the reason for the team splitting being less of an issue in Gravel Pit is that everyone knows A is easier to cap so everyone goes there first. :p
 
Jan 31, 2008
555
1,482
Well, all it takes to prevent splitting up is some common sense. If your whole team is fighting at B, you don't go to A. I don't think it's an issue at all, your team can be bad on any map really.
 
Sep 12, 2008
1,272
1,141
Meh I dunno man. I think you shouldn't be unhappy (if you are) about Valve's reaction. Ofcourse they're not going to waste their time on playing a map and then only say "Hey it looks fantastic good job bai bai".. Negative comments aren't always bad comments, and, since it's coming from valve themselves, it's probably true.
By the way, i'm not saying that your map is bad. Not at all.
 

sitebender

L3: Member
Aug 15, 2012
102
33
Clearly, this is a well detailed official quality map that has diverse areas around each of the 3 points. The map feels different than any other map, each point feels different, especially point C being in an icy cave. All classes feel useful. The rocks are very detailed. Normally I'd complain about how clear cut smooth the rocks are with other maps, but not this one. Looking at everything is a joy, from the exterior of the blue spawn room to the sinking ship in the ice water, it is all rich in fun detail. This would be fun to master.