CP Proletariat

tyler

aa
Sep 11, 2013
5,102
4,621
So I politely remind everyone to 1) If you see unbalanced teams, please do a scramble for the authors sake. 2) when you leave feedback try and be specific in what you are leaving. If you can't fb it during the game, go into spectator and leave it. If you don't want to do that, screenshot it and put it in the thread. Being specific in your feedback is extremely helpful for designers.

Didn't do this because the map was asymmetrical and it just seemed like BLU had the easier time rather than teams being stacked.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Teams could have been stacked, its not a big deal considering that when I played last thursday red had a slight disadvantage, but it was nothing serious. I have already taken measures to correct this :p
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Didn't do this because the map was asymmetrical and it just seemed like BLU had the easier time rather than teams being stacked.

Still would've been worth it to scramble, to be 100% sure. In my opinion, you should ALWAYS scramble when the point distribution was similar to that in the test, asym or not asym.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
it all comes down to a simple choice really. do you want to make your map that will be original and different and therefore polarizing - be liked by a few people (and hated by majority of tf2m), do you want to make a tf2m clonemap that will be liked here, but will offer nothing new and will not be worth playing over existing maps or do you want to tone the extremeness of the map down so its not really the initial idea anymore, but not a cookie cutter map either and therefore, while the local hate will be lessened, there will still be slight constant negative feedback and the map will look like a misbuilt regular map instead of having a distinct idea to it.

you're fucked either way :)
 

tyler

aa
Sep 11, 2013
5,102
4,621
Still would've been worth it to scramble, to be 100% sure. In my opinion, you should ALWAYS scramble when the point distribution was similar to that in the test, asym or not asym.

I'm pretty sure I scrambled after 2 rounds, which is what you should always do if there is an imbalance imo. Not like the second round ate a lot of time.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
I rushed it out the door, but Alpha 2 is now ready! I am going to hand it off to an admin and hopefully we can test in the next few minutes.

DfRPV.jpg


jMfoV.jpg


Nmiix.jpg


9ei8d.jpg


9WsvL.jpg


USOvB.jpg


KGrY3.jpg


yb3S1.jpg


And some detailing on red spawn :p

PgKWC.jpg

cUvtb.jpg
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I haven't really gotten around playing the map, but it looks to me like you are trying to connect everything. That being either with stairs, bridges and the like. I have a tendency to do this as well, but I've found that having too many very predefined paths makes the gameplay a bit boring.
A massive amount of routes can also make the map confusing, and make it hard for the teams to really clash against each others.

Thats just my thoughts when looking at the screenshots ofc, so take it with a grain of salt.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm on the fence about whether I actually like the whole asymmetry thing. Asymmetrical maps in non-A/D style gametypes are always going to be tricky to balance properly, especially if it's your first map. And even if you can pull it off, there will be people who refuse to partake in such an abnormal playstyle. For example, there used to be a remake of Classic's ctf_casbah that I kind of liked, but nobody plays it anymore. The upside is that the layout is different depending on your perspective, so players are essentially getting two maps in one.

My only real impression from jumping on the tail end of today's test was that it feels all every-which-way and I kept feeling like I was going in circles. And a good bit of the time, I was. Besides being just generally lost. I only found the last control point by accident. Even with the generous amount of detailing you've thrown in, there's nothing that looked or felt like an indication of where I'm supposed to go.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Okay, I am going to forget alpha 2 ever happened and start back at alpha 3.

I have simplified a LOT of the rooms out and widened out/connected a lot of rooms as well, it should be pretty nice and self explanatory now. I am not going to change anything in this alpha until I can get a full server to test it, as I feel its going to work out real nice. I just want people to note something before playing:

1. There are no guidance signs yet, but I dont want to add these yet as they are going to be a lot of work/the layout still might change and I am not sure where they will go yet.
2. Please please please give it a few minutes when first starting the test of A3 to get the layout down. Now that I have blue/red coordinated the entire map, it should be pretty simple now! I just ask for some patience in the very beginning! I say this because the last small test I did, everyone just gave up and left even though today we played a DOM map and it was infinitely more confusing than my map yet everyone had the patience for that. (pretty fun map too, cant wait to see more)

Screens:

Red = red area, blue = blue area (duh) and grey = neutral area (meaning you are still in the center in terms of an overhead layout perspective)

VErFm.jpg


ASOTs.jpg


QAtg3.jpg


44kQZ.jpg


5m2ex.jpg


KEaXk.jpg


Ii0CR.jpg


Mut3q.jpg


And a link to the map download as a reminder to reserve a slot in thursday's test.

http://jeanpaultron.com/misc/cp_proletariat_a3.zip

I cant wait to test this with a full server, so till then!
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I hadn't seen this map until now, but for some reason I like what you are making here. Even though it might be a bit of a replica from that DoD map, it shows a lot of creativity. Keep on working on it! I look forward to play this sometime.
 
Last edited:

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Thanks Hanz Gruber. Its safe to say at this point that I have changed it so much that only certain areas remain from avalanche.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Sometimes this community doesn't communicate well!

Being negative is easy and breeds more negativity on both sides of a communication.

People can say things in one way or another and not change what they are saying, but it'll change how it's received.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
I really like the art direction, what you have going around RED's D point looks promising. The railings/tall industrial buildings looking out the top of BLU's spawn is really nice as well, I haven't seen anything like that before.

Layout-wise (this is just from running around) - Coming out of the BLU spawn it felt like there were 6 different ways to get to the central point without any direction, and it felt a little overwhelming knowing where I should go. I think walking through each room in order to get to the point felt chaotic - lots of really tight corridors which don't really give you definite a sense of direction. Simplifying these routes and making them more defined would likely improve the map imo. Adding some directional/gameplay signs would help too. (I wouldn't rely on just this though)

Overall I think it has potential - your style of detailing is really promising but layout-wise I really think it could be more friendly. :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm rather curious what sort of real-world environment you're trying to reproduce. Some ancient European city where the buildings have been added onto over the years but the streets have never been widened?
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Just going off my own creativity. I may have used the movie "brazil" to inspire certain ideas.