CP Trainstation

eljest

L1: Registered
Jun 22, 2015
17
2
Any feedback on this 5CP map before I start mirroring it?

Also, this is the...2nd map I ever came this far with.

[EDIT: I know that mid does not have any other lighting than the skybox, and about the missing stair on RED side of mid.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Screenshots please. And you should mirror it first, otherwise it's not a 5CP map and people can't run around it.
 

Uncuepa

aa
Oct 25, 2014
793
1,160
If I can say anything about mapping, it's don't rush maps. I rushed my first few maps, because it's exciting to map, but what you need to do is spend time getting the map to a playable and comfortable state. I just spent two months working on a new version of one of my maps. I could have rushed out an update, but I looked over the entire map and fixed all of the issues. Don't rush it. Take your time.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Okay, here's some things that cought my eye (and believe me, there's a lot):

Let's start with the minor (probably irrelevant things):

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This wall is silly. It looks unrealistic and odd.
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The arch has a pretty weird texture as it doesn't fit with the spytech-y last (I know this is alpha and textures don't matter, but I felt like I had to point it out)
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Last point could use more lighting, just to make it "pop out" from the rest (it's supposed to be the focal point of the room after all)
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Last minor thing: These doors that lead to BLU spawn (marked with blu arrows) need to have a "resupply"-sign ontop of them. This is to distinguish them from the other doors that lead to the room.
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Layoutwise, this map really needs some work. First and foremost, it's way too short for a 5CP map. When I got to the mid (I missed the second point while doing that btw), I honestly thought that this could be a koth map for it's size. The distance from spawn to mid is only little more than from spawn to second in any other 5cp map.
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Mid. It looks like it does only have two entrances, which is OK (gullywash has 2½ entrances), but when the other is tucked away in the corner, it really makes the shutter/door route the only viable option. Think about adding a third route from the other side to the mid.

Also, the mid itself is short as well. People (especially scouts and rocketjumping soldiers) don't have much room to maneuver in. (The shortness also makes the mid fairly boring. Two ways in, point underneath, platform above it... not much more to say)
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Second. This doesn't feel like a proper point at all. It's all lonely in the corner, with only one (good) way to reach it (as an attacker). The points should be focal points of the area, and fights should break out at-and-around them (making capping the point less of a chore).
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Last. I have a feeling that it's impossible to cap in pubs (if defended). The area is fully open and funnels towards the BLU spawn (smells like sentry heaven). It's also really uninteresting, with one way in from each side and two from the middle (note that symmetry is fine, but do make some entrances serve different purposes). For instance, one of the side entrances could lead you somewhat "behind the lines" which would be useful for scouts, pyros and spies.

The last really needs some sort of cover, and I'm not talking about placing random crates here and there. I mean geometrical cover, like random rooms sticking out from walls, giving a space for medics and dispencers to hide in.
 
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