Dust Town B2 (Dust 2 of TF2)

Zacovas

L1: Registered
Jul 16, 2010
2
0
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Ok, your problem here is that tf2 plays very differently to css. This is a problem with a lot of css map conversions. From what I can see in the pictures you have some long sightlines and areas that could easily be blocked off with sentries and the like. The detailing though looks very good, well done, maybe you should use the ability in detailing in something of your own work with a layout more suitable to a tf2 style.
 
Feb 14, 2008
1,051
931
This has been done like 5 times before, and each time it's never worked - the maps are just not balanced for TF2.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Props for the detailing though, looks very nice.

Yea, I mean, if you wanted to make a dust-inspired TF2 map, I'd be all for that.

Edit:
remember that conversion doesn't mean copy ;)
It shouldn't, but quite often thats the word people use when they just mean port :p.
 

lilatomic

L1: Registered
Sep 26, 2010
10
0
After playing a while with bots, i noticed that cap point A is impossibly hard to capture, with one way in, the point elevated, and the way in wrapping around.
 

Zacovas

L1: Registered
Jul 16, 2010
2
0
it's not for fast respawn, the respawn need be longer to atack team have one chance to get the point. ;)
 

Delusibeta

L3: Member
Mar 21, 2009
100
14
it's not for fast respawn, the respawn need be longer to atack team have one chance to get the point. ;)
...which is the mapper's responsibility. Playing with bots would have just used the map's default settings. And I doubt server admins would like to adjust the respawn times by trial and error just for this one map.