CP Newton

jakoman

L1: Registered
Nov 9, 2012
39
2
A 5cp map sort-of geared towards competitive play but not exclusively.

As a disclaimer I don't play competitively but I designed it with the help of a friend who does.

Any and all feedback is greatly appreciated.

Thanks to:
Shiki - for competitive advice
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
And thus, what I said in Xenon ("Maybe something related to physics?") starts to turn into the truth.
 

phi

aa
Nov 6, 2011
832
1,815
The mid looks like a wonky mashup of Obscure, Badlands and Follower. I like it so far.
 
Sep 7, 2012
638
500
I like the general direction you've taken, but there are a few things that I think could use improvement.

First, the last point's high ground is very difficult to take as a scout because the only way onto it is a narrow corridor. For defenders, the only real way onto the high ground is from spawn, which doesn't bode well.

Next, you have very little to differentiate between the two sides. I realize this is an alpha, but even when playing an alpha you have to be able to find your way around.

I look forward to seeing this in a gameday someday soon, or perhaps the new map pugs that hooky runs every now and then.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Thanks for the feedback, nightwatch.

I didn't anticipate such a fast response, but I definitely agree that those things need improving.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Just put up Alpha 2. Lots of things I think still need fixing, but I'll hold off until after the playtest.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Thanks for all the feedback everyone, hope I can incorporate all your advice before the next gameday!
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
I like a lot of the fighting areas in the map, but there's a little too much stuff going on and the pathways felt very unintuitive to me. I think one reason is... because everything looks the same and everything is enclosed by walls and doorways. instead if you break down unimportant walls and allow vision out into the skybox, and then make the main pathways more noticeable by the prominent buildings or lighting or landmark, this will help with direction. Also paths between points are too long and too complicated. you can cut down the complexity by half, and also the length between points by half and it would help gameplay a lot
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Thanks for your feedback, bob. I am hoping to make the pathways a little more intuitive or maybe simplify the layout a little more, but I don't know how much I'm willing to do in making areas more varied as long as the map is in an alpha state.
 

Lenny

L2: Junior Member
May 2, 2013
90
35
Lots of passageways, but that's not necessarily a bad thing. As the map is still in alpha, I'll be monitoring this. Looks good so far though.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Ok I don't think I'm going to make any more changes until this version is playtested. I didn't upload a4 because I wasn't happy with it, and since I was aiming for something significantly different, I just moved on to a5. Hope that's alright.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
Lots of passageways, but that's not necessarily a bad thing. As the map is still in alpha, I'll be monitoring this. Looks good so far though.

Thanks! I'll keep that in mind, although in the new version I did take some passageways out in favor of bigger rooms.

Anyways, the new version is up, and I'm looking forward to seeing how the new layout on last performs on the next gameday.