PL Temple

yoghurt

L1: Registered
Aug 2, 2013
47
86
This is my map i'm working on for the pacific pack.
It's gonna be a jungle/temple themed map.
(A2)
 
Last edited:
Oct 6, 2008
1,947
445
I the orange - call it orange jungle!

For the tracks - if you remove the shadows option you'll stop those weird shadows from happening in your pictures.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I played this map for just a few minutes on the impromptu today, and I thought it looked pretty cool. It obviously needs a few changes, but it definitely looks like a very interesting payload map and I do want to see how it will improve in the future!

Perhaps you should elaborate on what changes should be made so the author can fix them, instead of guessing at what you're talking about. (And don't say "it's in The feedback page' because that doesn't really help out as much as people think it does)
 

yoghurt

L1: Registered
Aug 2, 2013
47
86
Perhaps you should elaborate on what changes should be made so the author can fix them, instead of guessing at what you're talking about. (And don't say "it's in The feedback page' because that doesn't really help out as much as people think it does)

No it really IS in the feedback page.... I got a lot of feedback from the playtesting yesterday so i have a good idea of what needs to be changed.
I'm happy that DonutVikingChap took a second to write a comment, to say that he is curious of where this map is going. :)
 

DonutVikingChap

L5: Dapper Member
Mar 15, 2013
233
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No it really IS in the feedback page.... I got a lot of feedback from the playtesting yesterday so i have a good idea of what needs to be changed.
I'm happy that DonutVikingChap took a second to write a comment, to say that he is curious of where this map is going. :)

Yeah, that's pretty much what I was trying to say with that post. I'm not sure myself what specifically needs to be changed in the map yet, but the layout didn't feel perfect in certain areas and I found myself getting lost due to there not being many arrows and also due to the big size of the map.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Ok here's the feedback.

2013-09-02_00001.jpg


The first area was just impossible to defend with a sentry, try at least to create some spot where you can put a sentry, the building at the right can be a good spot.

2013-09-02_00002.jpg


Need a door entrance here.

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To here.

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Same goes here, need a sentry spot.

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Try to prevent the RED team to go here, and make a stair at the other side for the BLU team to acces it.

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This area need something more, why not trying a small catwalk under the bridge, like upward.

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Make a sentry spot here and a path to acces it.

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This house shouldn't be a chokepoint, make it easy to go trough and add another path.

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Make it easier

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This part was bad, you should scrap it and make something more fun to defend, I give you some ideas.

Overall the layout isn't bad, but the pacing isn't well set, Payload works like that:

-> easy to push -> chokepoint with sentries to block the cart and where the red team as an advantage -> easy to push -> chokepoint ....

Each of these stages need to be well determinated, when you play badwater by example, you know where the cart will block and where the red team will be, you even know where the engineers will put their sentries, that's a chokepoint. When you've been trough it and then capped the point, there's an area where the BLU team will push easily and nothing happen, during this time the RED team can create their defences at the next chokepoint.

Your map lacks of this, the cart is going trough the map without really stopping at a part wich is determinated, that's not fun.

If you want to create these chokepoints, just do the stuff I draw, and put some more ammo near the sentry spot, your map lacks of it. Don't be scared to give a lot of ammos to the players, more is better in this case, same for the health.

About the last point I feel that you need to scrap it and create something new, it was obviously overscaled, and not fun at all, create a cool geometry were the BLU team can attack from all sides and all highs, on the other side, create a lot of sentry spots for the RED team.

About your texturing change some of the textures, because it was really boring, and you don't really know where you need to look at, I use orange textures for the thing that the player need to look at.

Overall the layout isn't bad, and if you can fix the flow of the players, and the chokepoints, and btw adding some variety to your geometry (more highs/angles), it can be a pretty cool map.
 
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yoghurt

L1: Registered
Aug 2, 2013
47
86
A2 release

Thanks for all the great feedback guys! :D
Especially you Ravage that post must'ave taken ages to make and was really helpful.
So now i have been able to release the second alpha stage, and as you can see in the pictures I've changed the colors from orange to grey. I have also changed some of the layout around all the capture points, fixed errors and added light when needed.
I hope this is an improvement and i'm looking forward for some more feedback! :)