PL Rubble A1

BioOnPC

L1: Registered
Feb 7, 2015
3
0
Hey, this is my first map, and I need people to test it, so if you'd like to, contact me at BioOnPC@gmail.com.

Rubble takes place in the RED Mercs' mines, which BLU is subsequently trying to destroy with their usual "haul a payload" method. Please critique, but make sure your criticism is constructive and not just "wow this is boring blah blah blah". Thanks for playing.
 

Bunbun

aa
May 18, 2014
401
782
Those dark areas are a problem, add a few light entities to brighten them up.
The sightlines near the first and last part are horrible, snipers will dominate this map.
The final point is too cramped and tight to defend, widen it up a bit.
Last, those 2fort bridges are absolutely useless, you could improve that by digging a river beneath it, to make it actually useful.
Though please note that these suggestions were judged by those pics, you can submit it to gameday to be tested for more feedback.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
For feedback, you can submit this map to a Gameday. For more information, please see here. The map itself looks very interesting!
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
wow this is boring blah blah blah

Seriously though: the map looks awfully dark and the path to the ending pit just looks like a big empty corridor which I'm guessing won't be a lot of fun to fight in. In fact, the whole map looks very open and flat.
 
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Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Try more hight variations.
And a bit more creative name.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
This looks pretty good for your first map!

A few things I noticed:
-This map has a distinct lack of flank. Add some more routes around the point, or else the map becomes tight and chokey
-I agree with what Kraken said, but I'll elaborate: Your map really only uses 2 basic heights, and even then they don't extend through out the whole map, so open up the space a bit and add some cliffs, some ledges, and some higher grounds!
-Last is a suicide arena. Make the RED spawn a bit of a ways away from last, so they have to walk, but don't make it on the WAY to the point. Otherwise BLU must resort to spawn camping to win.
-Does RED really need a forward spawn?
-This map doesn't need 2 checkpoints. Put one in the middle in between the 2 you already have.
-Move BLU spawn to be around a corner, and give it multiple exits. That will probably fix the sightlines, but add a bit of cover just to be safe.
-Those trusses are a good idea. A VERY good idea. They add a proper dimension to the map and will make it more fun to play on.
-If you want to make 2fort bridges like that, either make them actual bridges with water underneath them, (which will actually HELP with the height variation) Or make them proper buildings.

And one more thing: Don't give up!
There have been thousands of mappers that quit at the a1 stage. I almost did myself, but something convinced me to do otherwise. (probably my maps being comedically bad :p)

This is great for a first map, and there have in fact been examples of small payload maps working out in the past. Heck, one guy was in almost the exact same situation as you: http://forums.tf2maps.net/showthread.php?t=21833

Keep mapping, and good luck!
 
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BioOnPC

L1: Registered
Feb 7, 2015
3
0
This looks pretty good for your first map!

A few things I noticed:
-This map has a distinct lack of flank. Add some more routes around the point, or else the map becomes tight and chokey
-I agree with what Kraken said, but I'll elaborate: Your map really only uses 2 basic heights, and even then they don't extend through out the whole map, so open up the space a bit and add some cliffs, some ledges, and some higher grounds!
-Last is a suicide arena. Make the RED spawn a bit of a ways away from last, so they have to walk, but don't make it on the WAY to the point. Otherwise BLU must resort to spawn camping to win.
-Does RED really need a forward spawn?
-This map doesn't need 2 checkpoints. Put one in the middle in between the 2 you already have.
-Move BLU spawn to be around a corner, and give it multiple exits. That will probably fix the sightlines, but add a bit of cover just to be safe.
-Those trusses are a good idea. A VERY good idea. They add a proper dimension to the map and will make it more fun to play on.
-If you want to make 2fort bridges like that, either make them actual bridges with water underneath them, (which will actually HELP with the height variation) Or make them proper buildings.

And one more thing: Don't give up!
There have been thousands of mappers that quit at the a1 stage. I almost did myself, but something convinced me to do otherwise. (probably my maps being comedically bad :p)

This is great for a first map, and there have in fact been examples of small payload maps working out in the past. Heck, one guy was in almost the exact same situation as you: http://forums.tf2maps.net/showthread.php?t=21833

Keep mapping, and good luck!

Thank you! I'm currently working on A2, and I've figured out better lighting techniques and plan on implementing a lot of this.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
At least it's more original than what it originally was. I planned to name it "pl_deliverance".
14712_sqeal.jpg