Subzero

PL Subzero 2015-09-08

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Formerly pl_crash_72_2.

There's a submarine and it's cold, SUBZERO, GET IT?

We'll see how far I get with this again, but I've had a lot of demand for it so I thought I'd give it a shot. Consider this an alpha 1 with a bunch of unnecessary polish. A lot will change.
 
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Kingdom

L1: Registered
Feb 25, 2014
40
12
Saw you make this map in real time a while ago, i'm happy to see it's getting continued support.
 

Anreol

L2: Junior Member
Feb 21, 2015
60
273
Another good map...
If you fall into the water what happens? (Sorry, but when i was typing this, i cant open TF2... or download the map. Also, sorry for my broken english)

There are some hurt_trigger?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yep, the water has a tick of damage that is just enough to keep people from wanting to go in, but low enough that you can scramble to get out if you get pushed.

Unless you accidentally find yourself stuck under the ice, which is the creepiest thing. That's probably one of my favorite parts of this map.
 
Oct 6, 2008
1,947
445
get rid of the player clip from the blue 2nd spawn so I can sicky jump to the platform across from the bridge and I'll be happy :)


Edit: after wubwubwbber - you should now be able to make the sub come up out of the ice :)
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
He might mean the first spawn.
 

heyyou

L4: Comfortable Member
Aug 19, 2009
191
121
Hey Crash, here's the feedback I meant to give after the last test we did Friday night (your pants are still at my house):

Overall, good spacing and direction. The flow seem obvious and the submarine was a good start to kick off the map.

The map felt too fast in some areas or there was too much space at times to occupy. Due to this it was hard for me to drill in and see a lot of the map dynamics, except at the end. I would recommend decreasing the Horizontal in area's by approx. 15% to 20% to fix this but, I would be smart about the 15%-20% that is slimmed. The correct answer in any map is to figure out the correct dynamics (ebb and flow) around the bottle necks. So I would recommend adding more structure to make it more "bottle -neck'ish" in areas, and/or reduce some routes to the above point. Also, some areas have over-complication, too many windy spirals, etc.

Below is the last area, which has problems as listed in the above points, wanted to drill in and give you a couple of tactical examples to help with improvement:

1)This area seemed to bottleneck, but in the wrong place. Here's my recommendation:
tN3vept.jpg

This is a good example of too much space, by shifting the platform and making where the platform was into a solid structure, it might fix this problem and add a potentially cool dynamic. you can also add an inlet somewhere to red advantage (pending testing) if needed for further push help.

2)For some reason the below area felt over complicated (to the above point, maybe too windy?). I think the 180 rule might apply here (despite the camera being attached to the player's head)
D0D133E9A19860B4BDB473DB29A72CB470C94DC9


Hit me up if you have any questions, looking forward to the next test.
 
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