CP sassy

slunchy

L1: Registered
Jun 13, 2010
13
8
sassy_a2

yes.
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
The layout seems kinda random in the way that there are a lot of exits/entrances and staircases all at varying heights making it hard to make out what the hell is going on and where I am meant to be focusing on.

Also, random crates.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Hot damn that map looks sassy.
Whether it plays well or not, who knows.



on a more related note, it looks quite busy as Psy noted. I'll judge after a playtest.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Slunchkin I think that if you tried really hard to make a map that looks like a TF2 map, you'd actually have something amazing with original geometry, but right now it just feels too crazy, labyrinthine and random
 
Mar 23, 2010
1,872
1,696
felt like the paths just lead to other paths rather than an arena/ the cap point.
 

tyler

aa
Sep 11, 2013
5,102
4,621
When I played this map I was like

dwight.gif
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
As someone in the test stated he concluded that C does not exist, I agreed.
The map is one huge labyrinth!
---
Can you tell me what is the point of a trapdoor leading into a bottomless pit of death?
 

slunchy

L1: Registered
Jun 13, 2010
13
8
responsezzzzzzzzzzz

ok,
it is way crazy, i'll admit it a third time.

i didn't know all paths had to lead to a point on one end, prestige, so i'll do some of that

most of the crates aren't random, they're added to prevent sightlines and add short-range cover, psy

yyler, maybe one day i'll make an arena map like a good nub and work from there, vastly improving design

wankhouse: it's funny you should mention that; the answer is yes.

and finally, grossfuerst: i was a dumbtard and released before adding enough overlays and signs to help fresh players get a feel for the map. my bad, 0/10, won't do again

i was only going to make one map as a joke (so i'd 'beerong' in da group since i made a map)
and the whole point of the twisty-turny paths was to emulate tunnels (when i was thinking of the map it was themed like a prison break) but hey, if it makes the map /play/ better, then i'll change anything.
regardless i always thought if a person tested the map a few times, got a basic feel for it, they'd have a better time fighting in the map because they familiarized themselves with da map.

p.s. (prasftigne, the paths were made for flanking, that's why they connect to each other.)
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
you have to make it bloody obvious what is where and wtf are we supposed to do. thats pretty much all the information needed for a redesign. any kind of "flow" can only be talked about when players actually know what they are doing, which was not the case.


Quoted because this comment fits into your map as much as into mine.