Making beginner/intermediate Training maps - Suggestions?

Harribo

aa
Nov 1, 2009
871
851
I'm thinking about making some tr_ maps using Valve's training map to make some extended/intermediate lessons for the classes that Valve have already done and to make beginner maps for the classes that have been left out.

What I want to know is what do you think should be included in each map? for instance does the basic art of flanking need to be shown in a scout beginner map or is should that be addressed in the intermediate tutorial? For instance the Pyro "Puff and Sting" I would say maybe too advanced to show in a beginner or intermediate class.

So I'd like ideas and opinions on what to put in beginner maps for the Scout, Pyro, Heavy Weapons Guy, Medic and Sniper and intermediate tutorials for all the classes. All thought and opinions would be greatly appreciated.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
One obstacle you'll have to think about is that those other five classes (with the possible exception of the Scout) rely more heavily on unlockable items, while the first four classes Valve's made training maps for have a more or less standard loadout with stock items. I would think that in a Heavy training map, you'd want to be able to train players in using the Sandvich, or train Pyros in using the Flare Gun, since those are very commonly used and yet completely unique from their stock counterparts.
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
I'd recommend for the scout tutorial that you show the player that there is a lot of little scenery you can abuse as a scout such as doorframes, signs, lights, ext...
 
Feb 14, 2008
1,051
931
Rocket jumping is one key area missing from the training.