Oak Fall

PL Oak fall a2

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
Screenshots 1 and 2 look pretty open, but overall the map looks beautiful and potentially very fun! Although I am a bit worried about the area in screenshots 3, it looks like the Blu will have a hard time pushing up that spire, especially with the rollback zone and defenders spamming down from above. Only testing will tell though.
 
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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Screenshots 1 and 2 look pretty open, but overall the map looks beautiful and potentially very fun! Although I am a bit worried about the area in screenshots 3, it looks like the Blu will have a hard time pushing up that spire, especially with the rollback zone and defenders spamming down from above. Only testing will tell though.

A lot of this map looks pretty open. With all the height variety there really needs to be more cover.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Ah, autumn. Such a lovely season.


Shame it's snowing outside right now.
 

infectedfury

L3: Member
Aug 30, 2008
124
39
Download added.

Right now the main focus of the map is the flow of it.
The final cap is a bit under cooked right now but that will be of of my main focuses for a3

the first 2 caps are a compressed version of 2 stages from on old map that I started about 4 years go but never did much with.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
so, has anyone had a quick runaround yet?

Bunch of feedback:

Disable the shadows on the track props!

Add more time to the beginning, I only had 4 minutes remaining after pushing with scout from the start to just before the A point. Add maybe 30 seconds extra PER POINT, as this is a big map. This can be adjusted later on after a couple playtests too, but rather have too much than too little, or your last points might not be played at all.

I feel the map is way too big at the first area of conflict (BLU 1 spawn) and then the area between A and B. Playtest it first though, scale is hard to figure out.

From B onwards I had trouble finding the pickups, either add more or move them to more obvious places.

I made an imgur album full of feedback so check it out here:
http://imgur.com/a/C3rHH#0
Make sure to read the descriptions!

Generally, map is overscaled at pre-A and A to B, feels maze-like at B to C, but looks damn interesting beyond that. Do sign it up in an imp or gameday.
 
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Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I swear I read "Oak Fail" every time :p (not saying the map is bad though!)

The map looks really pretty from the screens, but it also seems very open. Open maps can still play really well, but in past experiences I've had making open maps, I've learned that they can be evil to optimize. The openness makes it difficult to separate the map into different areas for vis, and the optimization suffers. Just a heads up.
p.s. an overview screenshot would be pretty nifty