Brook

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
>.<

Thanks for the update, Blob
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Well, I'm glad you had that test!

Basically I had 39 kills, 8 deaths and 5 domination's in the first round as a RED sniper.
You need a lot more cover around cp2 -> cp3. Over all I found the map really fun and I can't wait to see it progress. It's a pity the last cap wasn't played properly, move that spawn and it'll be great! :D
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
I'd really like to see the second to last point played properly. We really didn't have the time to set up a defense what with the whole console enforced capture of the third point. :D
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
Some things I noticed while playing:

23jhnhk.jpg

Why are these two roofs accessible, but the other one isn't? As a scout this bugged me, since it looks like you can just hop on over to it like the others, but then NOPE PLAYERCLIP. Either let players walk on it, or provide visual feedback showing it's blocked off (fence, railing, etc).

n5505v.jpg

I'd say change the middle post holding up the saws to be bent like the others, so that most players can't get on the roof, because...

25i2cr6.jpg

As you can see, snipers get too good a view of the enemy spawn. And an engineer with a wrangled level 3 up here would also wreck shit. also there's a little visible nodraw up there in the corner that I only just noticed.

vcs5qd.jpg

This indoor area immediately outside blu spawn looks like it should be func_respawnroom'd, but it isn't. Also, this window is very misleading - it's solid, but looks like you can shoot through it. I'd suggest using a different window model that has glass.

72q0hz.jpg

This area is very cool, but unfortunately I never once got to go inside it. Why? I was on blu, and the attackers are funneled into a small chokepoint with no flanking routes - these three doors in the center. They're practically all on top of each other, making it very easy for red to keep the enemy team out. I'd highly suggest adding in a flanking route along the side, so that scouts, spies, and other soft classes that rely on ambushes can worm their way in. Maybe have it in the upper area to the left in the picture?

24v8jlc.jpg

This lower area is fairly useless. It provides interesting vertical gameplay, but serves no purpose - why should anyone go down there? To pick up a medium ammo pack? Red team won't, because if they need metal/ammo they can run into spawn. Blu team won't because it's probably not a big enough reward for the risk, and they won't be setting up a base there anyway. I would suggest maybe extending the ledge and making a flanking route (as mentioned previously) for the attackers that leads down here. Or at least make it into a health pack. It seems fairly easy to fall into the bottomless pit from here, so it might be worth it to make it into a full health pack, as a reward for the risk. This screenshot also shows how dreadfully close the red spawn is not only to this arena, but to the cart's track. If we had ever gotten the cart that far along, we'd never had been able to push it past there, since soon as someone spawns they'd be on top of us.

Recap:
-need more consistency on roof access
-keep snipers/engies/etc off roofs
-func_respawnroom outside blu spawn, and change window
-last area is way too chokepointy for attackers, give them an easier way in.
-lower path in the hole serves no real purpose

Also, is there any way to access the second half of the map before the first three points are capped? You should give access to them so that red can get setup there before blu arrives. I'd mention the sightlines and lack of cover between points 2 and 3, but that's been pointed out plenty.
 
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StickZer0

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aa
Nov 25, 2008
664
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Thanks loads Geal. As for the window, there is a glass brush in there but I think it's the blockbullets that I have around it for some reason that's screwing it up. As for the post with saws, that's deliberately like that so people can access that roof and then get a good vantage point of the area, but I can see that sniper line very clearly now you've pointed it out.

Very informative post, thanks. Boylee, I'd love to have it tested at playstuff, I was going to make a thread there once it hit A5 :p
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Ah OK cool, well we'll put it in the next one in that case. Looking forward to it, koth_canada played great (it's going in the main teamplay server rotation soon), so it'd be really cool to be able to feedback over there on this whilst it's still in dev. :)
 
Sep 1, 2009
573
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I felt that the final point was to easily defended and it was a choke until an uber and a hevy appered, as far as I could see add more routes around that area. Howevr I love your trap door
 

StickZer0

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aa
Nov 25, 2008
664
647
-Updated to A5-

Added a side pathway for Blue for assaulting CP3 that unlocks once CP2 is captured.
Added cover for CP2 -> CP3
Shortened the second last cap's area, also adding height variation.
Added two new entrances to the spiral room.
Fixed the textures in the spiral room to better correspond with the map theme.
Moved red's spawn back in the spiral room.
 

AxiomaticFrood

L1: Registered
Aug 18, 2010
22
9
So I just played it and my primary problem with it was that after the spawn changed I was extremely disoriented and really wasn't sure where I was going at first, it was a bit of a surprise for me as a red player. Perhaps this is just me, but I dunno.

Other than that and the spawn location (which was mentioned in game) I like it.
 

Dain

L3: Member
Oct 21, 2009
106
43
The catwalks that the cart runs on on the final point were too narrow. Blu needs more breathing room.

Also the first stages are too easy to defend.

actually it's too easy to defend in general, now that I think about it
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
It is nice little map.

I really liked first 3? points which were outdoors, but the last 2 points were quite cramped (I liked the track going around the pit though...)

Maybe it was the teams, but it felt like 2 first points were quite easy to defend, maybe because of lack of good health/ammo placement.

So, open up the underground part and it will be great!
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Yeah for some reason I also got a better feeling when playing the outdoor parts then the indoor parts.

The part between the outdoor area and the pit is probably the worst, and I didn't enjoy that part so much. I suggest making it more interesting and more open, use your creativity! Oh and, open up the path of the cart around the pit, especially when the cart goes into a sort of tunnel, it is very cramped there.

Then fix all the spawns please, it is just not fun to play if red suddenly spawns at a forward spawn when they are supposed not to spawn there.