spark (name pending)

Palamag

L1: Registered
Nov 22, 2009
18
0
Spark

This is a map i've been working on for a long time.

It's my second map.

I'm not really good at taking great screenshot so i don't think these reflect well what the map look like.

It's a reverse gravel-pit style map. You need to cap the first point to unlock the two other.

I still need to make better cubemaps, 3d skybox and adjust the timer.

I'd like some feedback on this please.

I hope you enjoy it.
 
Last edited:
Aug 10, 2009
1,240
399
I'm glad that you chose to try a new gametype, but I don't think this one will play out too well, or will at least be difficult to map for in order for it to play well. I say this because you will essentially flip how the map plays, which I think will have two negative repercussions.

The first is that it goes against the normal gameplay difficulty curve, which is ascending. This means that a probably newly acquainted team will have to work quickly and efficiently from the get-go, which isn't a guarantee. I would advise a long time limit to aid the attacking team in this.

The second, is that all the defenders have to do is turtle the crap out of the first point.

All this said, the gametype isn't impossible, but it might end up difficult to map for. Make sure that your first point is very hard to turtle, and that your second points can be defended effectively. This of course is just a "what I would do," but it's also what I would expect :p Also prep. yourself for a lot of negative feedback on this gametype :mellow:
 

Palamag

L1: Registered
Nov 22, 2009
18
0
Since the attacking team's respawn is very close to the first point, i think it will be relatively easy for them to cap it. I'm still trying to get the perfect cap time on it.

I've made some math and as heavy, it take about 20 second to get to the second nearest point and 30 to the far one. Do you think that a lower cap time for the far one will be good ? The defending team however has its spawn setted between the two last point. It take about 10 second to reach both if you take the long way.

I hope this gametype will end well and i'm happy i got comment fast on this map.
I've always liked to innovate a bit when doing something.


Sorry if my english is not perfect, it's not my native language.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
so thats why you needed that settings :D
 

Palamag

L1: Registered
Nov 22, 2009
18
0
Yup and thank for the help. I was really angry to not be able to complete my map just because of one small error. Any comment on the map ?
 
Last edited:
Aug 10, 2009
1,240
399
I haven't seen this map up for testing yet, to remedy that I would advise sticking around in the TF2M chat (there's a link/button at the top of the page)

Just a quick observation about your spawns, I would suggest either having really long spawn times for red, or moving both of their spawn points away from the capture areas, because currently they are very close together. Also, what's your native language?
 

Palamag

L1: Registered
Nov 22, 2009
18
0
You just made me realise that i forgot to deactivate the first red spawn when the first point is captured. (-_- stupid error, i know)

Thank you for the link for Tf2m chat.

I'll check what i can do for the spawn. Maybe i'll make the respawn timer higher for the first one and make another floor for the second.


I'm from Quebec. So yeah, i'm french.