cft_razed_crossing_a1

Passerby

L2: Junior Member
Mar 27, 2010
99
15
cft_razed_crossing

This is my first map for tf2 iv started and stopped this map several times so the detailing is almost done in some spots and not at all in other, which im prolly going to replace anyway since i dont really have too tight a direction yet for the theme.

so really i just want some input and any ideas people have for the outside section of the map.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
alot of this looks pretty delicious
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
alot of this looks pretty delicious

that's the thing with screenshots i can show off the good parts even know olny about 10% of it is good.

but i guess thats why im here for ideas and help
 

The Real Tom

L1: Registered
Jun 9, 2010
20
5
Just had a run around this map.

Issues
  • Spawn room feels unnecessary, why not just spawn in the other room?
  • When leaving spawn through the smaller exit on the left it's not clear where to go.
  • Drop down room also feels unnecessary, it's just an annoyance rather than an extra route to take. (It's too long compared to just jumping straight over and out.)
  • Battlements needs 1 more way in/out. Spies would have a nightmare getting to it to take out enemy snipers.
  • The middle is too open, a decent sniper will dominate anyone trying to run through it.
  • The gullys down the edge of the middle are too wide, making these smaller would provide more cover from snipers.
  • Middle needs a more stealthy route into the base. Tunnels like 2fort/Mach would work well.

Everything else is great though! Good work, keep it up. I'll be keeping my eye on you.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
Just had a run around this map.

Issues
  • Spawn room feels unnecessary, why not just spawn in the other room?
  • When leaving spawn through the smaller exit on the left it's not clear where to go.
  • Drop down room also feels unnecessary, it's just an annoyance rather than an extra route to take. (It's too long compared to just jumping straight over and out.)
  • Battlements needs 1 more way in/out. Spies would have a nightmare getting to it to take out enemy snipers.
  • The middle is too open, a decent sniper will dominate anyone trying to run through it.
  • The gullys down the edge of the middle are too wide, making these smaller would provide more cover from snipers.
  • Middle needs a more stealthy route into the base. Tunnels like 2fort/Mach would work well.

Everything else is great though! Good work, keep it up. I'll be keeping my eye on you.

ah thanks i will work on these suggestions

for a extra secret route into the base im thinking a undergriund rotute that enters the base in bottom floor of this room
secretentrance.png

i jest need to figure out where outside i should put it where there would be good cover.
 
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Passerby

L2: Junior Member
Mar 27, 2010
99
15
i narrowed out the outside area a bit and got rid of the separate resupply/spawn thing.
newoutside.png


but im still trying to figure out a good way to get a other stealther entrance into the right side of the base from outside

and im still working on an other way to get people into the battlemeants. (thinking maybe a vent system that spy's can take advantage of)
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
I brought it up to alpha 2 and changed the outdoors a bit and added a new entrance to the base.

so im really just looking for as much input as possible before i can wasting time and something I might have to rip apart again.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Image 1: Both attack routes to the flag force the attacker to fight from the bottom, wich is hard enough. But to have the spawn that close too, makes this map way too hard.

Image 2: The only health and ammo packs in the map are underneath the flag where only 2 or 3 people found them. Set some ammo and health packs in the middle too.

Image 3: This is way too open and flat. If it were open and a little more hilly, it might work better.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
I think the bases were good, couldn't really tell. They felt a bit high though. The middle was just way to long and a bit too wide

ya thanks it's my first tf2 maps so my scale is still pretty bad but when i get time i will try to shorten the outside bit.

and by the bases being too high do you mean that inside the ceilings seem to high or you mean the overall look of them from outside.


have any other suggestions
 
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Passerby

L2: Junior Member
Mar 27, 2010
99
15
Image 1: Both attack routes to the flag force the attacker to fight from the bottom, wich is hard enough. But to have the spawn that close too, makes this map way too hard.

Image 2: The only health and ammo packs in the map are underneath the flag where only 2 or 3 people found them. Set some ammo and health packs in the middle too.

Image 3: This is way too open and flat. If it were open and a little more hilly, it might work better.

ok im thinking that i will put put down a lot of health and ammo packs in the next release and see which one are good and i will move the 2 that are there to the middle of that little room so people see them.

for attack routes im thinking that i could maybe make the flag room bigger and 2 floors high and have a 1st floor entrance in the little drop-down room with the grates around it.


got any other suggestions