This looks miserable to attack. Huge ramps, only 2 of them, no drop downs onto the point even--it will be completely dominated by jump classes and pyros.ker-spam
This looks miserable to attack. Huge ramps, only 2 of them, no drop downs onto the point even--it will be completely dominated by jump classes and pyros.ker-spam
Oops.
Also there is no HUD.
*snip*
Is this how I paint tf2 textures?
Anyone recognize this?
I thought about a bit and figured that since the ground level is intended to use for sneaking and flanking, I could move the ground up to second floor height and turn the vital ground-height passages into underground tunnels. I lifted the ground displacements and took a look around, and.. Well, with a bunch of rebuilding, I could turn it into a pretty normal, Harvest-like map.Whole map was twice as tall it should be and it takes roughly same time it takes to get viaduct point, to get to enemy spawn from your spawn.
There was no real spawn area yard like on other KOTH maps either and it felt really linear.
I thought about a bit and figured that since the ground level is intended to use for sneaking and flanking, I could move the ground up to second floor height and turn the vital ground-height passages into underground tunnels. I lifted the ground displacements and took a look around, and.. Well, with a bunch of rebuilding, I could turn it into a pretty normal, Harvest-like map.
The problem is, it just feels boring and generic. The balconies, catwalks and general verticalness was what I enjoyed in the map.
You're a veteran and I'm a noob and all that, and I really shouldn't be arguing about map design with you, but.. Is an unconventionally 3-dimensional map really such a terrible thing? Nucleus has approximately the same max distance between playable areas both vertically and horizontally (and unlike my map, it has sightlines that stretch almost all the way through), but that's a perfectly enjoyable map.
I should definitely change the layout to kill some sightlines, expand the map horizontally and add a spawn courtyard, but is there any way I can keep the three-level center with my dignity intact?
No. You have criss crossing orthogonal brush strokes (good) but on a circular shape(bad)
If any brush strokes should be visible on the central hub they should be concentric and probably best left as just little rust flecks or scratches.
Blades are ok, if a little clean looking.
fy_pool_day_tf2