CTF Westwind

Doglike-spike

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Mar 20, 2012
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Hello all

I have been working on this map during the last 9 months. It has gone through numerous iterations and playtests. It is now at a state that I feel confident with and as such I want to get it out there.

The map is inspired by 2fort and Red Dead Redemption mixed with a little Bioshock Infinite. Feel free to provide feedback of any sorts as this is my first fully realized and released map for TF2.

Cheers!
 
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Zed

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Aug 7, 2014
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I wouldn't say this is a final at this point. Feels more like a beta to me in its current state. I'd recommend making it so the map isn't floating, and to construct a 3d skybox. Haven't run around it yet, so nothing on the layout yet.

That being said, nice work so far.
 

Doglike-spike

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Mar 20, 2012
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I wouldn't say this is a final at this point. Feels more like a beta to me in its current state. I'd recommend making it so the map isn't floating, and to construct a 3d skybox. Haven't run around it yet, so nothing on the layout yet.

That being said, nice work so far.

Heh, the whole idea is that it is floating and there is a 3D skybox. Give it a go and you will see :)
 

Zed

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Aug 7, 2014
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The problem is that it doesn't seem to be something that could conceivably fly. If you added absurd amounts of propellers and steel girders jutting out between the landmasses, it might work, but it doesn't really fit TF2's style, I feel.

Also, when I fall, my body lands quite quickly on thin air. Personally, I feel like I should either be hitting the ground, or not hitting the ground at all. The former would be easier to achieve, especially if you simply put what you currently have on top of a bunch of mesas.

Another thing in regards to visuals. TF2 maps typically have spytech architecture tucked within the enemy bases. There's zero spytech to be found on your map, which is odd for a ctf map.

Now, onto the layout. Overall, it's somewhat convoluted and the walks between the intel rooms are far, far too long. You also have a few hilariously long sightlines.

FRxuftG.jpg

This bank is amazing. Ax it. It makes the size of the map an even bigger issue.

SRTTtrh.jpg

Try moving the intel to here. It makes reasonable sense as an intel room, and there's enough entrances.

xG5Iqyf.jpg

And put the intel cap zone in this building. Make sure it's clearly marked.

AUzGRRW.jpg

Put a hole in this wall or the wall next to it to open the area up a bit and allow flanking.

TrPoFVR.jpg

This area is really demonstrative of most of my problems with size. Both of these routes underneath are way too long, especially if you want them to be feasibly used. Rework them.
 
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Zed

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Aug 7, 2014
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Note that I haven't actually seen a full round on the map to judge most of the major gameplay areas. Most of my first thoughts are based on walk time, which is a pretty major thing for ctf, or any gamemode, really. Look at Double Cross as an example. Nothing on that map takes an absurdly long time to get to.
 

Doglike-spike

L1: Registered
Mar 20, 2012
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ZeNewDragon

I like a lot of your suggestions and I do agree with the map size - However this did not seem to be a problem when the map was actually played by 8-10 people. Axing the bank and moving the intel could be a feasible way but as Egan suggested, I should try to get it tested on one of the gamedays before I make any changes.

About the flying town, it is not supposed to make any sense, its not even magic, its just the way things are for that specific town ;)

I appreciate your feedback :)

Egan
How do I go about submitting my map for a gameday?
 

Egan

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Feb 14, 2010
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How do I go about submitting my map for a gameday?

Whenever a new gameday thread (example) is posted (I'll send out an announcement to the steam group when I do) you can submit your map by following the rules outlined here. As mentioned in each post, we will run a minimum 2 hours of maps guaranteed per-gameday, but depending on how long we're in the mood for TF2 may stay longer - and if a VIP can take our place as host then they're free to do so. If we still have maps left over at the end of a gameday we'll just carry them throughout the week for the random impromptu map tests (which we'll very briefly talk about in the steam chat).