Valdez

CP Valdez a12

Silverus

L3: Member
Jun 19, 2011
120
7
STORY: At the foot of a snowy mountain, two opposing teams fight over a small industrial village, where they each have their own death lasers, with devastating consequences for the opposing team!
--------------------------------------------------------------------------------------------
Valdez is a 5CP Push map, similar to Badlands, Coldfront, and Granary. Please download and give feedback, i would like to know where to improve!
 
Last edited:

RaVaGe

aa
Jun 23, 2010
733
1,210
Woah, looks cool, but i'm agree with mangy, there is too many window, that can confuse a lot the player.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
http://forums.tf2maps.net/geek/gars/images/1/1/0/1/8/cp_blizzard_a10003.jpg Lot of windows here, will make it hard for players to take in that area

I think they have glass over them for the most part.

pros:
-I love your brushwork so far
-it looks like your scaling is perfect
-mid looks great (although it is a bridge, we all know how hard it is to go wrong with that)

(perceived) cons:
-last doesn't look fun, huge dip in the center of the room will be a spamfest, and I don't see any area you can defend from easily.
-I'm usually all for huge lines-of-sight, but some of these areas don't have any cover to protect you from them. long distances and a straight path without any cover means a lot of your map will feel like a corridor even if you have interesting geometry.
-you have a cool bridge at mid, but it looks like most of your map lacks enough complexity to make fights very interesting. (yer gonna want more than a floor with some ledges and walls)

I'll update this after actually playing the map, I don't really know how much truth my comments have right now.
 

purequaternion

L3: Member
May 19, 2009
101
64
I like what I see so far. One suggestion: even with the dev textures, use the team specific colors at least a bit. The white makes a lot of sense around that central point. Try to transition to colors so it's not all totally grayscale. Doesn't have to be a TON of red/blue, but just enough that the player has a visual reference for where in the map he is.

Keep it up!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Fewer windows. Even if there is glass over them it affects optimisation and prevents/reduces the effectiveness of ambushing (a large part of TF2 gameplay) because of the increased visibility to particular areas.

It'a also aesthetically unpleasent to have so many, ie visual pollution because of all the contrasting inner areas visible through the walls of outter areas. Stick with more of the window props.
 

desynced

L1: Registered
Aug 2, 2011
2
0
Did you release alpha 2? I see in the notes about changes but when I click on download, it directs me to alpha 1.

But other than that, I love it. Has a clean look to everything and it's better colored than Orange maps (which are getting quite old now).
 
Last edited:

Silverus

L3: Member
Jun 19, 2011
120
7
Did you release alpha 2? I see in the notes about changes but when I click on download, it directs me to alpha 1.
Sorry, I've been attempting to upload it, but so far i have had no luck. My computer has been having trouble lately, so i think ill change the link until it works. Sorry about that.

EDIT: Just got it up!
 
Last edited:

En Ex

L1: Still Registered
aa
Jun 30, 2010
47
17
I like the look of the map so far, but would it be possible for you to add health and ammo for A3? Thanks!
 

Silverus

L3: Member
Jun 19, 2011
120
7
Okay guys, version A3 is out! It features a slightly altered final base, to give players more options for navigation, and health and ammo pickups! Click here to download!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I'm gonna be an ass and comment only on the following: I wouldn't use the ABC signs in a 5CP map. They're usually only used for A/D maps and can confuse players. I suggest using arrows or 'control point' signs.
 

Silverus

L3: Member
Jun 19, 2011
120
7
I'm gonna be an ass and comment only on the following: I wouldn't use the ABC signs in a 5CP map. They're usually only used for A/D maps and can confuse players. I suggest using arrows or 'control point' signs.
Thanks for the tip! Youre not being an ass, your just stating your opinion. I was thinking on changing the signs for A3 anyways, but i never got around to it :p
 

Silverus

L3: Member
Jun 19, 2011
120
7
OK, after a while of not being able to upload the new map version, A5a is finally out!