US Gameday - Friday October 16

tyler

aa
Sep 11, 2013
5,102
4,621
Where:
TF2Maps.net Official US Server: usa.tf2maps.net:27015
Gameday Host: tyler ☂

When:
Event will begin at Friday, October 16 2015 - 1:00PM PST
Click here for other Timezones
Time converter at worldtimebuddy.com

Map List: (Closed)
Time Played | Map Name | Author | Download | Notes
30| cp_theory_a16 |tyler| Download |notes
20| koth_scientology_a9 |HolySnickerPuffs| Download |notes
15| arena_azimuth_a1 |MegapiemanPHD| Download |notes
30| cp_jenkins_a1 |GooGuGajoob| Download |notes
20| ctf_twostep_a2 |about drew| Download |notes
30| pl_eclipse_b2 |Flower_Shop_Guy| Download |notes

Map Pack: DOWNLOAD

Event Rules and Information (link)

Other Gameday Rules:
  1. I will prioritize maps that have not been played in whichever gameday was last.
  2. If there's something specific you want feedback on in your map, write a line below the rest of your submission. (Example: Do the respawn times feel fair?)
  3. I may keep playing maps after the end of the gameday. If there is another VIP/Admin on then they can take my place as host, if they are available to do so.
  4. At the end of each map I'll have a 2 minute bonus round for feedback: people with feedback can join spec and use the !gf & !fb commands, and people without feedback can just play for a small while before the map changes.
 
Last edited:

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Last edited:

Lain

lobotomy success story
aa
Jan 8, 2015
724
757

about drew

L1: Registered
Aug 3, 2015
47
14
ctf_twostep_a2

Thread
Download

Yes, I know I textured in alpha.

I wish I could be present again, but I always work on weekends. :(

Uh oh, I had an issue with the previous bsp. I have re-uploaded it to a2.
 
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GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Hey! If anyone has downloaded cp_jenkins_a1 prior to this message, please equip the server and yourselves with the newest version. Basically, only if you've downloaded prior to this message's post time/date
 

tyler

aa
Sep 11, 2013
5,102
4,621
Hey! If anyone has downloaded cp_jenkins_a1 prior to this message, please equip the server and yourselves with the newest version. Basically, only if you've downloaded prior to this message's post time/date
Probably no one did, but in the future just recompile as _a1a rather than reusing a version number. If I had already uploaded it to the server, it'd be a pain to remove.
 

about drew

L1: Registered
Aug 3, 2015
47
14
Probably no one did, but in the future just recompile as _a1a rather than reusing a version number. If I had already uploaded it to the server, it'd be a pain to remove.
I actually did the same thing, but I've already re-uploaded and re-linked to version a2
Just a head's up in case you haven't seen my edit.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Map List: (Closed)
Time Played | Map Name | Author | Download | Notes
30| cp_theory_a16 |tyler| Download |notes
20| koth_scientology_a9 |HolySnickerPuffs| Download |notes
15| arena_azimuth_a1 |MegapiemanPHD| Download |notes
30| cp_jenkins_a1 |GooGuGajoob| Download |notes
20| ctf_twostep_a2 |about drew| Download |notes
30| pl_eclipse_b2 |Flower_Shop_Guy| Download |notes
Map Pack: DOWNLOAD

All submitted maps are on the server even if they aren't in gameday.

Notes on maps that didn't make it in:
  • koth_watertower_2: please give this a correct version name in the future. There is a link in my signature about how to release maps that discusses why version numbers are important.
  • koth_denton_b3: this is tiny, and not at a beta level. It's smaller even than Lumberyard, the smallest arena map. This won't work as it is. Study official maps.
  • cp_yrrzy15_a3: I like the changes, but now there may not be enough safe routes to mid. Looks very easy to spam down at people approaching mid.
  • cp_corkscrew_a3: This is a huge, open, confusing to navigate map. I spent quite a while trying to figure this out and couldn't do it. I'm not dumb. You might want to think about scaling back some of the ideas. Moving elevators and platforms don't make it clear to the player when or why they move.
If you didn't make it in, you can submit to Egan's gameday. I imagine he'll post a thread sometime tonight.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
cp_corkscrew_a3: This is a huge, open, confusing to navigate map. I spent quite a while trying to figure this out and couldn't do it. I'm not dumb. You might want to think about scaling back some of the ideas. Moving elevators and platforms don't make it clear to the player when or why they move.
I disagree strongly. After playing it ~15min it is not so complicated.

But it could be easier and it needs signs and less metal mesh fences
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
  • cp_corkscrew_a3: This is a huge, open, confusing to navigate map. I spent quite a while trying to figure this out and couldn't do it. I'm not dumb. You might want to think about scaling back some of the ideas. Moving elevators and platforms don't make it clear to the player when or why they move.

Well there are literally signs outside of every spawn, and every route path. If I put any more I'd wind up like gothic, having 4 signs in one small area telling you where to go.

Part of the reason I reduced the round timer to two minutes. To get people to focus on either protecting their point or capturing the opponents. And not explore. No reason to be on the top floor until four points are captured. There's not even any routes to final before that point.

I disagree strongly. After playing it ~15min it is not so complicated.

But it could be easier and it needs signs and less metal mesh fences

Less metal fences you say. Definitely consider that for a4.