Nova(working name)

ANova

L7: Fancy Member
Jul 16, 2009
415
132
A map by Nova, a sawmill themed 3cp map just like Artpass_Valvebase.

Feedback please

And Screenies coming soon just going to test a2 and then
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
I think with that changelog you will have fixed a bunch of the problems, but you need to fix that last point, and a lot of the area before it, I don't even remember the other team getting into that point..
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
I know I just changed the last point like were Rikka and Rexy put their sentries (sorry guys)
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Sonic arrived right when the map came up so I didn't get too much time to play it. :)

Anyways, a few things:

  • BLU Spawn: Might be a good idea to take a leaf out of cp_gorge/dustbowl's book and block off those exits so red can't enter. Also BLU needs it resuply cabnit, but you probably knew that already.
  • CAP CYou're gonna have to figure out how to desgin this on your own but I noticed that most BLU players where only taking a single route to the capture, that upper walkway. It seems that path is quicker to take and offers a greater attack position, so the other entrances on the ground floor where never used.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I know I just changed the last point like were Rikka and Rexy put their sentries (sorry guys)

This was a perfectly fine place to put sentry guns...there' no reason we can't do that. Now, with this change, there's nowhere to put sentries (other than the nooks that are left and right red spawn room hallways, and that causes spam and clustering)! The major problem isn't with sentry spots, it's with sightlines all over the map. Large sightlines leave gameplay loose and floppy, and make attacking and defending sentries difficult for everyone involved. If you remove most of them, you'll improve gameplay significantly.

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nik

L12: Fabulous Member
Aug 14, 2009
987
564
Damn rexy you give good feedback.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Holy shit i leave for the store and come back for really good feedback thanks guys
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
This is all things I noticed from the first version, better posting now than not at all.


Jumping on top of the crates outside of blu's spawn, red could see everything they were doing, I'm assuming it's a nodraw issue.

cp_nova_a10001.jpg





Add cover to the area right outside of blu spawn, right now it's basically a killing field. Uber heavy/demo > any defense in that area.

cp_nova_a10010.jpg





Give the defenders more cover on A. As of the test attackers could spam to their heart's content out that window, and red really had no where to hide from it.

cp_nova_a10009.jpg





SIGHTLINE IS HUGE. Snipers win. Everyone else loses. Also, he only real viable engie spot here was that little indented room down to the right of this pic.

cp_nova_a10008.jpg





The last point suffers from an amplified version of the problem at C. The attackers have only one, really good route to go, and the defenders have a really bad open area to defend. If the team I was on had actually pushed together and timed our ubers, we could've wiped through all of the sentries they had built under this loft.

cp_nova_a10006.jpg






Now, presented through the eyes of the supersandvich death cam, is a suggestion. Add somewhere above the point easily accessible for defenders.. The last point is supposed to be hard, give the defenders an a bit of help besides their spawn being nearby. How it's done doesn't really matter. extend the current overhang, add a new area across from it, completely rework the area, whatever. Make it so the defenders have more options than waiting for more people to drop down from above.

cp_nova_a10004.jpg