Introducing Kong King

Mar 23, 2010
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main problems:
seems pretty hard to cap the point, i hardly fight around the point anyways but that's probably cause objectives are lame
fuckin minisentries
clipping
health placement is also terrible, people pushing the point have very little. all the health is in places you will seldom go. imagine pushing viaduct mid, shootin some rockets and going back the the mediums by cliff and the medium by the opposite side and repushing.

also so many signs soldiers can abuse, soldiers that try to RJ normally will be punished, only soldiers that hide and "ninja" the enemies can make use of the signs. kinda crazy.

looks good and is pretty fun to fight on, the one time i did cap the point was fun
 
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The_Ulf

L6: Sharp Member
May 26, 2009
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There's 58 new textures in the SDK and many of them are being used in those three screenshots. What?

Obviously, it's going to be a love/hate relationship. I don't think this map fits the style that TF2 became famous for. Disagree with me all you want.

But certainly don't say it's because it's some problem with me. Look on Reddit, Steam forums and some of the members in this thread. It's not just me.

Haha, I was just being cheeky - I'm well aware of the contention, you can see it already on the first page of this very thread! Not meant as a personal attack. <3

There are certainly a poopton of new textures and a bazillion new models (perhaps to the map's optimization detriment?), but my point was that in those screenshots (the first in particular), while the feel is certainly something different from most previous TF2 maps, its been achieved with predominantly stock textures.

Now, as a side note:

I think that pic sums up what's wrong with this theme's textures. Compare the normal TF2 spawn door to this map's garage door.

I personally found it delightfully ironic that this chose to highlight a complaint about TF2's ever devolving visual coherence whilst wielding the Pomson 6000. So we all have our opinions about what should and shouldn't be in the game. ;)
 
Mar 20, 2012
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Don't bash Reddit servers. Their servers taught me how to play Spy. :) Well, actually it was probably the 4L servers that kicked my ass to the point where I could play highlander seasons. Anyways, they're not that bad.

Steam forums. Yeah. Okay. We're in agreement there.

I personally found it delightfully ironic that this chose to highlight a complaint about TF2's ever devolving visual coherence whilst wielding the Pomson 6000. So we all have our opinions about what should and shouldn't be in the game.

Hah. Didn't even catch that. That's pretty funny.
 
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Feb 14, 2008
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I really don't know what you're going on about with it not fitting the TF2 theme, nearly all the textures are direct derivations of existing TF2 textures. You can't really use the garage doors as the crux of your argument just because they have more bumps in their texture, why does that suddenly make the texture not appropriate?
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
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To elaborate, I certainly don't think it fits the style perfectly, but it does it way better than I expected it to.

The radically new setting causes it to deviate quite a lot by default, and it seems quite overdetailed. The use of a dominant greyscale broken by brightly colored detailing also differs quite a lot from the TF2 standard of a few dominant but soft colors per area/map (deep browns and deep greens for Sawmill, beige and light green for Lumberyard, brown and greyish purple for Gravelpit..).

On the flipside, I think it manages to style its urban decay in a way that fits the charming ramshackle-ness of TF2 rather than the grunge of realistic modern shooters, and while the use of color is - as mentioned - pretty different, it manages to match the character and item designs better than the Egypt theme, in my opinion. It's also quite frankly beautiful. The inventive use of existing assets reminds me a bit of the awesome part of Atoll.

And finally: Yeah, fuck Grordbort weapons. And Deus Ex items. And Poker Night promos. And.. Actually, fuck basically all promos. And the demoknight stuff and most of the holiday stuff and the bloody pirates and indians and samurai and bright red plastic novelty viking helmets and.. I'm sad now.
 
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Trotim

aa
Jul 14, 2009
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I personally found it delightfully ironic that this chose to highlight a complaint about TF2's ever devolving visual coherence whilst wielding the Pomson 6000. So we all have our opinions about what should and shouldn't be in the game. ;)

I don't think the Pomson should be in the game, and its drains are retarded. It's great for exploiting long sightlines that go across the point though...

Plus being able to tolerate things doesn't mean I need to like them

I really don't know what you're going on about with it not fitting the TF2 theme, nearly all the textures are direct derivations of existing TF2 textures. You can't really use the garage doors as the crux of your argument just because they have more bumps in their texture, why does that suddenly make the texture not appropriate?

I never said that texture in particular wasn't appropriate. It does showcase what's wrong with the detailing overall though (too much noise, too much contrast and detail for what should be out of bounds background objects etc)
 

Jetti

L5: Dapper Member
May 2, 2010
226
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Am I the only one super hyped by the Bus Model?

Honestly, I've been spamming up my friends chats just saying 'Busbusbuuuuuss' or similar for like the last 20 minutes.

buuuuuusss
 
Mar 20, 2012
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I've said my piece about the aesthetics. I'll reiterate what I said earlier: if I saw the screenshots I linked earlier without knowing it was for a TF2 map before hand, I wouldn't have guessed first hand.

I'm real conservative with my tastes of the TF2 art style - it's also why I hate most of the weapons and hats being put in the game. Few players got to experience vanilla TF2. It's an experience I hold close to me.

That doesn't mean it should remain dustbowls and gravel pits forever, but I know they could have made an international map that focused more on the spytech power struggle between RED and BLU.

It's a beautiful map. If this was a CS:GO map, I'd be all over it. To me, though, I can't immerse myself with this map. There's no base facades. No hidden missiles or evil laser weapons. No secret rockets ready to launch. It's just disappointing to me.

I don't want to take away from 3Djn, though. He's an amazing mapper and I love almost all of his work.
 

Wander

L3: Member
Sep 16, 2010
148
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I quite like the map, and find it fitting enough with tf2
Sure it isnt the original tf2, but neither was egypt, and not many people complain about that (anymore?)

There's only two things about the visuals I'm not completely fond of, one is that the middle area just seems way too bright, with such a dark sky
Another one is this door:
http://i.imgur.com/pV6rP.jpg

Besides that the wall is incredibly under-detailed compared with the rest of the map, that door just doesnt feel like a real door.. but just a fake door standing in front of a concrete wall
 

henke37

aa
Sep 23, 2011
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Yeah, what are they fighting over anyway? A nondescript plaza?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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Man, I love the way Chinese cities are laid out. Where else can you find a city that's multiple stories on the outside? Besides Rapture, I mean.

I'm surprised so many people think the textures don't fit the game, because I had the same opinion of a lot of the textures in Lynedecker and our very own Swamp Pack and obviously I'm in a small minority there. Granted, whoever made them definitely tried; I can see visible brush strokes and everything. And comparing them to the textures that have been around since forever, I can't put my finger on what the difference really is.

Maybe it's just that there is such a high concentration of grittiness, both from the new textures and the old ones, in the map. Even in something like Foundry, which supposedly takes place in a filthy industrial area, there are a lot of smooth textures along with the gritty ones. I think if you mixed these new textures and models in conservatively with the regular ones in a custom map, it would look fine. And there sure are a lot of them that could find a good home in custom maps.

In conclusion,

76F72004DECB06AF59D8AB1874CFAFA6DA7A88AF


POT TERCES
 

Trotim

aa
Jul 14, 2009
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Guys, there is a Large Health Pack and Small Ammo Pack right around the corner of enemy spawn.

I single handedly spawn camped half a 32 man team on this map just by spamming Escape Plan/Rocket Jumps to that Health and Ammo. The Narrow Corridors on both sides make Rockets devastating if anyone tries to chase you, and if they try to go around you or start to overrun you, all you have to do is simply run away up the stairs.

Map is designed awfully. It's the new Harvest except worse.
http://forums.steampowered.com/forums/showpost.php?p=32209393&postcount=14

Yeah the full medkit right outside spawn I don't understand either
 
Mar 20, 2012
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It plays pretty bad. If you can get the fight to stay at mid, it can be pretty fun with the lower area and the cross-over bridges. I got a few great chainstabs on people guarding mid from that 45 degree staircase.

However, the fight almost never stays at mid. At any one time, you'll be running into people either in the insanely tight tunnels/walkways or get spawn camped. Demoman is god mode on this map.

EDIT: Also, the mini-sentries. Oh god the mini-sentries. The walls at mid are low enough for mini-sentries to shoot through, but high enough to block player damage.
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
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all aesthetics no gameplay, what else is new.
the few heights there are only favour the defending team. that of course will lead to stale gameplay and camping.

i'd rather play doomsday instead, let's do that.

also, too much reflectivity
 
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henke37

aa
Sep 23, 2011
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Agreed, stuff is very shiny.
 

henke37

aa
Sep 23, 2011
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How did that even pass testing?