Iron

Azazoth!

L1: Registered
Feb 6, 2010
33
14
Came in just as the map was ending, so no gameplay feedback, unfortunately. Just found a few weird things: 1 2 3

(Those last two are different things. They popped in and out oddly as I moved - something strange going on with the skybox/nodraws?)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Whee ammo packs
a32000cpirona60000.jpg
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
i know i said i would write somethin up for ya, sorry for taking so long.
alright from what i could remember im gonna make a small list of where i think you could improve this
-too many 1/2 health packs and 1/2 ammos every other location.
-map seems a little bit too big but i could be wrong, B i think it was.. being just a large open room.
-C is a prop and when you walk on it you get this odd buggy movement.
-spawns for both teams could be improved.
-the layout could use a look over to see where you could improve further.

mm believe thats it. again sorry for taking so long to post.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
This map is awful, come on, you've been making maps for well over a year, and they're still terrible.

I'm not saying this to be a dick, I'm saying this because if it's been this long, and you're still incapable of making something even remotely good, you really should start searching for something you are good at, or can pick up easier than tf2 mapping :S

As for the map itself, there's shit tonnes of empty space, huge rooms with nothing in them, gigantic sight lines, and it's just overall not fun, and way too fucking big.
 
Last edited:

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I'm trying to figure out why scale seems to be a consistent issue for you.

When you compile a map and check it out, are you running around as demo or soldier? This will give a better sense of scale than scout, or flying around in free spectate.

When you are putting your geometry together, are you placing prop_statics set to various player models to use as a visual reference? I like to use the Heavy model a lot, but I'll put snipers, scouts, and soldiers around where they seem relevant.

What grid setting do you use when blocking out an area? What values do you usually use for your rooms and corridors?
 

eyefork

L3: Member
Oct 27, 2008
130
186
I haven't actually had a chance to play this with others, so my feedback may be completely wrong/useless, but I really don't like how Blu, with 3 exits, still gets dumped into this one area.

eg3Er.jpg


I might recommend redirecting/adding an exit either here:

cZi02.jpg


or maybe even here:

q3ibt.jpg
 
Apr 19, 2009
4,460
1,722


Iron(CP)
(cp_iron_a9)

Gametype: Gorge style A/D CP
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 9
Changelog:

03/14/2010: A9
  • Redid connection from A to B
  • Re-textured some of the map
  • New RED/BLU spawns
  • Added more cover at A
  • Switched setup gate to other side

hl2%202010-03-14%2020-29-17-56.jpg

hl2%202010-03-14%2020-29-48-20.jpg


 
Apr 19, 2009
4,460
1,722


Iron(CP)
(cp_iron_a10)

Gametype: Gorge style A/D CP
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 10
Prefabs used:
TF2 prefab pack
Author: Tim "Youme" Johnson
E-mail: die_stumpfe_klingen@hotmail.co.uk

Ultimate Mapping Resource Pack
Author: A Boojum Snark

Libraries used:

Ultimate Mapping Resource Pack
Author: A Boojum Snark

Displacement Library
Author: Tim "Youme" Johnson
E-mail: die_stumpfe_klingen@hotmail.co.uk

Lighting Library
Author: Ravidge

Environment Gallery
Author: Acegikmo

Changelog:

03/17/2010: A10
  • Added path from A to B connection to bridge
  • Added another door to A to B connection
  • Reduced cap time on B from 10sec to 5sec
  • Upped cap time on B from 30sec to 35sec
  • Fixed stalemate/sudden death bug (I hope)

hl2%202010-03-17%2018-27-32-25.jpg

hl2%202010-03-17%2018-27-39-97.jpg


 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
you need something between A and B, a train track with carts, cargo containers, anything like that. Snipers were able to sniper people running out of the red spawn. You should also clip the stairs in red spawn. Great map, by the way, can't wait to see the 2 other stages.
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
Hmm this is the first time I played this map. I did not like it. I left the play test on Wed's Euro server after 10 mins or so. But the playtest only had 10 or so people, this map looks like it is built for more. What really pissed me off was the second point.

I was blue. Red can build two sentries is very good positions. These two sentries covered all entrances to the CP and the CP itself. Too over powered I think. For what happened was two engineers covered the CP while 3-4 other reds just flanked blue while they came in. Given my team did not work too well togther, but I think something should be done about this. I wonder if it is worthwhile to put a open window next to the sentry spot over looking the second CP. This would enable blue to shoot out the sentry from farther away, but it also lets the sentry hit stuff in the courtyard....hmmm. The other spot was under a ramp on one of the side paths to the back of the CP. Blue can not even see this sentry until it is too late since it is covered well.

Also the way blue spawns, there is a decent path to the last CP. Then this longer, windier path past the first CP to the second. Blue did not even use the alternative way to the second CP. Eventually someone said "does blue know about the other ways?", so I invesigated and went another way. I killed Boojum Snark as a flanking demo and ran up to the second floor near CP and BAM that dam sentry killed me again...

It was fustrating so I left. Hard to say what would have happened with more players. But as of right now I would look into opening up one of those sentries spots to be easier to spot/destroy.