CP Xerlex

Mar 20, 2012
391
806
A few parts look a little over-scaled. Mid-point and 2nd look pretty huge, but it's too early to tell if cover geometry and props can solve the problem.

The fact that 2nd is 384 units high is worrisome, as the defends get to keep their height advantage while the offenders painfully try and obtain it. In the case of Badland's spire, defenders have to either defend directly on the point (in which only scouts/demomen/soldiers get the quick-access jump) or settle with the slightly lower level of the balcony. Offenders get a slightly worst set of options: quick-access for scouts/demomen/soldiers, or settle with the low-ground. By giving one side a permanent 384 height advantage with only two access routes that can be guarded by one player, I can see it stalemating there a lot. Perhaps add a interior side-route. And find someway to hurt the defender's huge advantage.

Also, I'm not a big fan of having a large health pack remain so close to the point and doesn't require the player to go out of their way for.

The interior shot is the same thing: huge defending height advantage with no vulnerabilities. (As far as I can tell. I am not sure if that's an underway passage on the lower right. Is it?)

Mid has some interesting geometry. I'd like to see how you develop it aesthetically.
The sightlines, which are pretty large and span a large field-of-view, are my concern there, but you can work around it.

Last looks nice. Offenders are still fighting an up-hill battle, though. Although, for last, it's a bit more acceptable. You'll want to make sure that your map won't be stalemating all the time, however.

Look forward to future updates and alpha. Cheers!
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
The mid point was indeed very large, and for this exact reason, i have redesigned it (just haven't gotten any screens up yet. Will do when a1 is ready)

The second point has a large height advantage, and while this definitely may cause problems, the main road to it is actually the bridge that can be seen to the right of that screenshot (its a terrible shot, i know)

All in all, i agree with your concerns, but i decided to give it a go anyways :D


Also, thanks for your feedback ^w^
 

Belli

L69: Deviant Member
Jan 21, 2012
69
1
The "inside area" seems a bit wide and open, making a retreat and successful defense on the 2nd point less likely after losing mid.
I like the height-variance, though.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
The "inside area" seems a bit wide and open, making a retreat and successful defense on the 2nd point less likely after losing mid.
I like the height-variance, though.

Thanks for the feedback =)

Trust me, it isn't as wide when you see it in-game :O


On a side note, the map is now ready for alpha action. Download link has been added.
 
Mar 20, 2012
391
806
I haven't downloaded/tried it out yet, but I really like the changes you implemented in the last build from looking at the screenshots. The differences in height feel a lot less drastic and, although 2nd is still 384 high, that side-route is interesting.

That interior shot might be a sight-line, but I'm only eyeballing. I'll give it a check later on.

Nice work.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I haven't downloaded/tried it out yet, but I really like the changes you implemented in the last build from looking at the screenshots. The differences in height feel a lot less drastic and, although 2nd is still 384 high, that side-route is interesting.

That interior shot might be a sight-line, but I'm only eyeballing. I'll give it a check later on.

Nice work.

Preciated :thumbup1:

Update: Added nobuild... Silly i forgot to do that in the first place.


I hunger for feedback. If someone would be as kind as to look it through, it'd be much appreciated.
 
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