Brazil

KotH Brazil 2015-09-02

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Mar 20, 2012
391
806
Very cool. I love the scene you've got going over the hill. I only ran through it, but here's a few notes that came up in my head. Just things to keep in mind:

You might want to notate that the sewer route is a dead-end. I can see a lot of players running into that and getting stuck at the end and cornered. It might be more interesting to put a staircase up to the ledge.

That flank that runs along the cliff is really long. You could easily shorten that by swinging over the cave portion towards the mainland. Right now, it's a pretty big walk for a flank that is already very risky (due to the death pit).

Some of the sightlines are pretty powerful - particularly ones that overlook the prop-less point. I assume you're going to add a bunch of stuff to help cover on the map as a whole, so this issue isn't as big.

I dig it, though. Nice work!
 

BlazrM4N

L1: Registered
Sep 17, 2011
29
17
Hey there. Your map is impressive. And still looks great having an jungle map. Also i made an picture for you (Used with Garry's Mod).
FBEC3E5651D37309F1A6DBACB955BC9FEC3874AA

I added some Bloom rendering. :)
 

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
Played on this today, just some quick feedback.
Good stuff first. I like the general layout of the map and the many flank routes, and I think the point itself is well designed in a non-overdone way. I liked it, yet it didn't remind me of any valve map control points. In addition I really want to see this detailed as I think it's going to look awesome.
That said I did have some problems with it. I thought the balcony sight line was still way too good for snipers, and managed to cover a lot of ground from there.
In addition while the point area has a good sense of scale and size, pretty much the entire buffer zone between the point and the spawns was about 1.25-1.5 times bigger than in needed to be. I spent the whole round as sniper and scout, and I can't imagine what a chore it was for heavies to walk to the front lines.
The health pickups seems far too sparse on the map, and getting lit on fire was basically a death sentence unless you could flag down a medic. I didn't spend time as an engineer or spy so I can't say how ammo pack distribution was but I think you might want to add some of those as well. Perhaps add a medium or small health pack in those square tall rooms near the point which seem to have no other purpose?
Lastly, while I enjoyed the abundance of the flank routes (and I love the jump you can do to get to the cliff side tunnel), I think both seem really removed from the action. The sewer led to a dead end, which wasn't fun, and the tunnel seemed to go on for quite some distance between any entrance or exit.

All in all I think if the buffer zone were scaled back this would already be a really good map, and I look forward to seeing future versions!
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
welcome back


old friend
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
please finish this makes me really happy
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
the sdk can still be used, if you go to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin

and open hammer.bat