Climb

nik

L12: Fabulous Member
Aug 14, 2009
987
564
This is my remake of this map. It uses the same name, and I used the layout as an inspiration, but it's totally different. Anyways, tell me what you think, and leave some suggestions for the next stage!


Special thanks
------------------

Stink Horse
TF2M Testers

Void (Skybox)
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
It seems like all the latest payload maps have something in common, but I can't quite figure out what...

I know what you're thinking, but stop there. Read the post, I'm redoing a map with this theme that I started before upward was released.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
In that last pic, the stretch of track seems a little long, maybe have it bend around a rock or something, offer some cover and track variation?
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
/\
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agreed
Most of the map looks great, the last pic doesn't, but I think it can be easily changed... Good luck with the map!
 
Mar 23, 2010
1,872
1,696
it looked pretty good on the 4v4 we had, but their didnt seem to be any major sentry spots (need larger test).

only major complaint was the last point. it really wasn't wide or big enough. blue could easily push it and win. it wasnt a major choke. that door to the right (with the half trigger) was just used to spawn camp. only 1 spawn exit for red (putting one on the other side might fix a few things). would just say to scrap it and start over.... but thats just me.

also, blu's forward spawn was easily spawn camped (need larger test).
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Second point is still a pushover. There's not really any good defensive positions for red to set up in, every game I've played blu has just rolled right through that area.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Every test I played of this map had something broken in it. Whether it was a broken payload or red getting into blu's spawn. But, the map was still real fun to play, I always felt engaged in the fight to push the cart up that hill...
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
The first two points are too much of a roll for blu. When you consider how poorly balanced the teams were in the test tonight and how the weaker one still rolled through with ease, their is a problem.

The third point with the two uphill paths is rather boring. Aside from flanking using the left path, the only option is to try and muscle straight up the hill.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Pretty much there needs to be more defensive positions all-around, especially on the last point. Also I'd suggest making a forward spawn for RED till cap A.

Also don't forget to change out BLU spawn with assault-style doors, it would make all the difference in the starting moments of the map.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Pretty much there needs to be more defensive positions all-around, especially on the last point. Also I'd suggest making a forward spawn for RED till cap A.

Also don't forget to change out BLU spawn with assault-style doors, it would make all the difference in the starting moments of the map.

I'm actually in the progress of redoing the map after the first cap, so it will completely different! I've already done the gates for blu's spawn so that's done. I'm also going to add a stage 2 (maybe) in the next version.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
[1] IMO this side route is overkill

[2] It is easy to spam there, fully blocking red movement

[3] I don't know if you want ppl to be able to jump up here

[4] Those metal walls look UGLY

It was nice, but maybe too hard to defend. But with some tweaks it will be okay! :D
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Totally didn't see this post, I guess I wasn't near a computer to check. Thanks for the feedback!
 
Aug 10, 2009
1,240
399
From the test, I shall say this.

1) You have way, way too many sideroutes

But the bigger picture still stands. Typical payload maps alternate between fast sections and chokes for the attackers. Badwater is an excellent example. In terms of chokes and fast sections it goes fast - choke - fast - choke - choke (to cp1 - cp 2 - to cp3 - cp4). Control chokepoints by streaming all routes into one major area. Keep in mind that typical payload chokepoints are actually pretty large in playable area (again, badwater cp2 and 4, goldrush, look at most final CPs), and any fast sections in the map are typically thinner. I think it's essential to allow for multiple chokes in your map as right now it's pretty much a steamroll to the final cap.
 
Mar 23, 2010
1,872
1,696
It was fairly defense friendly i thought - not too defendable though. The areas were really tight and spammy. red's last spawn is insanely spammy and hard to get out of. two tight corridors. bug me for more thorough feedback later.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Why am I able to get up here?
This door can get stuck in you when it closes, for whatever reason.

Overall, good map, but a bit spammy. Before the last point, either BLU can't push forward because RED has a huge roof to shoot down from, or BLU uses the bottom route to backcap and spawncamp RED. I wish I had an idea for how to fix that; unfortunately, my mind went blank during today's test :C
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Why am I able to get up here?
This door can get stuck in you when it closes, for whatever reason.

Overall, good map, but a bit spammy. Before the last point, either BLU can't push forward because RED has a huge roof to shoot down from, or BLU uses the bottom route to backcap and spawncamp RED. I wish I had an idea for how to fix that; unfortunately, my mind went blank during today's test :C


I put that ledge in spawn because someone was complaining there was nothing to do :| does it really matter? haha

Didn't know that door was a problem, I'll get right on that. Also I'm guessing you mean after the second point has been captured, and BLU uses the tunnel to snake around RED. I actually have no idea what I would do for this either, but I'm thinking of cutting off the second tunnel, so you can enter the area under the point but not progress to the next stage.

Thanks for the feedback guys :)
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I actually noticed you taking advantage of EVERY ROOFTOP EVER

don't worry, it won't be as fun next version

(sorry)