Mould

CP mould a10a

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
mould_a10

Trying at a map again.

Gonna also be testing this in my own time, with the competitive crowd. I much enjoy 6v6, and this is somewhat oriented towards it. Still happy for you guys to help :D

Also DROPBOX ARE YOU HAPPY
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Not that this matters right now, but did you perchance have texture lock on the entire time you were working on this? The texture alignments suggest that you did a lot of resizing while it was on.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Feedback dump!
I just ran through your map and wrote down any possible problems I could see.

NOTE: In the end, everything is opinions

The last spawn for blue lacks a func_respawnroom and also has a busted area portal:
cp_mould_a2_feedback6.png

Easy to fix, not a big deal.

The area of the first and the second point seems a bit too large. Maybe reducing the length of first by about 256-384 units and lenght/width (depends on your perspective) of the second by 128-256 units. It really depends on what you'll place there (I'm talking about the second point), It doesn't need to be made smaller if you add a building or other kind of cover in that one open part of it (referring to the right of the third pic below).
The scout used as reference looks really small here IMO:
cp_mould_a2_feedback1extra.png


First feels too large:
cp_mould_a2_feedback1.png


Second feels also a bit larger than normal:
cp_mould_a2_feedback3.png


Speaking of second, you only have two doors connecting it with first. This can (maybe, possibly, theoretically) lead to a massive spamfest at the choky doors. Adding one alternative route should address that problem.

Pic:
cp_mould_a2_feedback2.png


Mid is alright. [NITPICK] A thing i noted was that you only have two entrances to it, which is fine, but both entrances lead you towards the middle. You could open the fence (show in picture below) to add a third route once you've entered mid.

What I believe would happen ingame:
cp_mould_a2_feedback4now.png


What I'd like to be added:
cp_mould_a2_feedback4then.png


Also, the choky way into mid is very easily spammed (since it is narrow) but also one single sniper could lock it down because of this sightline:
cp_mould_a2_feedback5.png
 
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Snowshoe

L2: Junior Member
May 16, 2012
53
125
Played this on one of the map tests. It's a decent map, although the rounds can go on for a very long time near the 2nd point. (In fact, if I remember correctly, we only got to do 1 round and the map time was already up)

May just be the teams, but the game tends to stagnate there. Defenders can't push out very easily because attackers holding the 2nd point have the high ground, instead of the other way around/neutral advantage. There's 3 exits to the second point, so I don't think it's that, but rather the height difference and the difficulty in regaining control of 2nd. Defenders trying to cap 2nd sort of get squished into the corner area where it's easy to funnel spam from above.

I suggest moving the mid point down instead of putting it on the platform. It's a bit annoying trying to attack people on it because you have to be on their level or higher to do it effectively. (Especially annoying as Soldier) Also, I know it's an alpha but the gigantic wall boundaries sort of ruin the map's feel... Try deleting them and replacing with invisible playerclips instead to make it feel more open and less boring.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Defenders trying to cap 2nd sort of get squished into the corner area where it's easy to funnel spam from above.

Already made the next version of the map. I won't get a chance to work on it for a few days, so I wanted to put it out now, even if there's work to be done. Added a new attacker flank though, so that you can't spam so close to all the doors. It's way off to the side, and very hard to see from inside the building.

Try deleting them and replacing with invisible playerclips instead to make it feel more open and less boring.

I know that's a thing, but I'm waiting a while, and focusing on more important things. That's definitely on my list though.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
New version:

A7
Redid midpoint
Added spots under packs
Lowered walls a bit

Any suggestions on how to make it less box-ey?
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
New Version:

A8
Totally reworked mid (again)

Took a bit of a break, had a musical.
Which may I mention went spectacularly. Stellar reviews :D
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
New Version:

A9
Made mid smaller

Known Bugs
-Spectator cameras inside brushes
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
New Version:

A10
Partial Detailing
Fixed some bugs
Added some health

Hoping to go to beta soon. Please give thoughts on detailing.
 
Sep 19, 2010
475
499
Why the super long fence at last? I would start to displace your ground first before detailing too much. The area around mid is just super flat, so it's not very interesting to play on. I'd say you still have some work to do before entering beta.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Detailing isn't over yet. Gonna finish detailing (including displacements) before beta.