cp_ballroomblitz

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
Authors:
NexusDog(Andy)
SockPuppet(keithgarry)

The original idea was to try and capture the style of West Side Story and put into Team Fortress 2. We are striving to maintain that old "big city" style with buildings like the diner and showroom. Red team begins to get a little rowdy after too many drinks at their base, the local bar. Blue team must step in (police station) and put this disturbance to rest.

There's still much work to be done, but before we moved forward with our artistic brush, we decided to put the map to the test and reap some gameplay tests.

Currently, I'd like to point out that *yes* some of the areas are wide open. And depending on how playtesting goes we are willing to start from scratch to get gameplay just right. We do need testers, and since this is our first map, and first time here at tf2maps any help testing would be really appreciated. Thanks :)
 
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Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
Interesting concept, we will have to see how it plays.

You could probably ask for an impromptu if you can get a couple more guys together, who want to test their maps.
 

DjD

L5: Dapper Member
May 18, 2010
230
55
I really like the looks of this map so far. It is something different from all those stanard themed maps and I'm curious on how it will work out. If I have som spare time today I'll download it and try it with some bots.
 

nexusdog

L1: Registered
Jan 18, 2010
7
4
Reminds me a css map :O

Perhaps, if you have the ability, attended prolonged education & a basic grasp of communication, you could provide a critique which includes punctuation and a valid and/or useful observation of the merits and shortfalls of the submission, one which is not flippant, unhelpful and terribly dull.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
lol
people using big words on the internet are so clever
I think the diner cap point looks a bit cramped, but maybe the focus isn't on the point itself, more the surrounding area. I'll be happy to run through it some time and give you some feedback.
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
Ty all for the mostly positive and insightful feedback. I used to map for stacraft(possible again for SC2 Hehe). I know how vital gameplay is to a level. Andy and I will ensure the map is balanced and fun.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
looks great!. I love the style and outside the box is always a good thing.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Neat! May I suggest using the Granary trees?
 
Mar 23, 2010
1,872
1,696
am i the only one that read this as "balloonroom blitz?"

this looks like something I would create, no offense (because you should take offense).
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
This is like mecklenburg in TFC (which I think was ported from The Specialists, another mod on the same engine as TFC). I liked it if nothing more than to fool around in city.
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Perhaps, if you have the ability, attended prolonged education & a basic grasp of communication, you could provide a critique which includes punctuation and a valid and/or useful observation of the merits and shortfalls of the submission, one which is not flippant, unhelpful and terribly dull.

Funny how your first post has already instated you as an ass.

Anyways, this map does look very interesting, and I do look forward to playing it.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Nooooooo I missed this map for a shoddy england game :O
Please apply for another gameday in the near future!
(Since you have given a lot of people helpful feedback, I would like to give you some myself)
 
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brick

L3: Member
Apr 12, 2008
103
13
Well I didnt like this map for a couple of reasons. It was too big first off and a lot of the fences were annoying as you cant jump over them even as a scout. I dont know I just didnt like that the fence is blocking the path even though you can just rocket jump over it. Also there are some places with big mistakes like the tunnel with the truck near blue exit you can walk back there for no reason. Then there is no clipping on the stairs outside of red spawn and you have to jump up the steps... Also so things werent textured and the player could see them. Lighting was another issue. More lights in the tunnels. The pit was a pain to get out of, but i guess you just wanted players to use the tunnel. The cap point in the store was very cluttered, because it was just that room. Maybe try to expand on that store more, make it more interesting. Blue spawn time was WAY to long, i constantly got 22 seconds. What made it balanced for red was they didnt know where to go. As there were no signs.

Improvements will be lighting, clipping, scale, and make the points more interesting. Also please test the map before releasing it. There were a lot of mistakes that could of been avoided with a simple run around.