Wharf

CP wharf A2

Feb 14, 2008
1,051
931
It was alright to play, but I think there are some key problems:
- It's too complex and hard to navigate. I know this sounds weird, seeing as I could navigate round the map fine, but thinking about it now, I had no idea where I was headed, just that I was heading in a general direction.
- There are too many routes. I think one of the reasons why we hardly capped the last point at all (I can't even remember what the last point looked like), is that when teams "attacked" the points they were coming from so many directions it was hard to actually co-ordinate an attack. When players stuck together we generally captured the point.

Overall I think you should just simplify things massively - have 1 or 2 main routes, that are obvious and clear. It just didn't feel intuitive at all. Middle was fun though - I'd like to see what it'd be like to have the mid point elevated.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
^ what Aly said
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
kLKcs.jpg


But seriously, I'm liking the layout.
 
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Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I had a quick run through, and got very confused, everything did lead to the point though, I didn't see much room for coordination though since it was guess and hope you get to where you want to.

This shows 5 or so exits/entrances I see loads of doors and tried to navigate my way around.
cp_wharf_a10010.jpg


Just neaten things up, maybe add some signs? I dunno. It's a very good start though.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
a2 released

changed number of paths to 2nd from 6 to 4. they're kinda in pairs so it's really 2 main paths.
(used to be 1 pair and 4 other paths, now it's 2 pairs)
added a small ammo/med pack near 2nd
moved back last cp a bit
added another resup inside last's spawnroom for hoppin peeps
fixed playerclipping in some areas
lowered mid's captime

http://forums.tf2maps.net/downloads.php?do=file&id=3673
 
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H-land

L2: Junior Member
Jul 15, 2009
53
39
The metal pillars in the middle are too beefy, and the pipe at the second point is too hard to get onto. Overall layout seems to work though.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Great push/pull in the map. Direction felt natural for me. One little critique: the skybox at the middle is very low. While trying to rocket jump over a heavy on the point, I ended up landing right behind him, not where I wanted to be, because my altitude was cut short. Also I got a hat.
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
I had a lot of fun with it. The final point seemed a bit hard to defend, but maybe we just were bad. :( I felt the capture area for the last point was a bit small for how quickly it capped, having it be bigger might make it a bit easier to defend (so players can stop the cap faster). That sentry spot on second was a bit strong, but got taken down fairly quickly so I dunno. Maybe cut that medium ammo pack down to small; by the time I ran over and picked it up and whacked at my sentry, it was back again, making upgrading that sentry and dispenser very quick and easy.

Paths were complicated, but I never found myself getting lost - all the paths naturally led players to where they needed to go. I found myself just running in the general direction of a point and found myself there. Could probably go for a bit of simplifying, though. Looking forward to later versions!

Oh and there was that one staircase outside of first red spawn that was hard to see compared to the background, I pointed it out to you in-game.
 
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Rikka

L5: Dapper Member
Feb 10, 2009
208
388
A lot of ramps. I'm not saying that's a bad thing, but when I thought back to the test today for something to say only I could think about was how much time I spent fighting around ramps.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
6v6 testing most likely needs to be done, but during the test today it felt like alot of the captures we where getting were back caps and then rushes until the other team back caped.
If this problem persists you might consider making the paths from cap to cap cross more and create more direct combat between points