pipeworks

KotH pipeworks A2

Adobe WH

L1: Registered
Jul 28, 2015
16
1
pipeworks - my first, full, completed map that I plan to update

This is a super fun map that I am proud of.

I had only two goals while making this map,
- To encourage movement
- To think about game-play and balance the map as best as I can

I'm very sure I accomplished both of those and hope play-testers agree.
 
Last edited:

sooshey

:3c
aa
Jan 7, 2015
514
410
It's very nice for your first map! The file you uploaded is good, but I suggest postfixing the filename with "_a1", "_a2" etc while it's still in alpha development.

Some things I noticed:
- The spawns are a bit too small; make sure there's enough room in there for 12 players to spawn at once. The elevator thing in the corner is cool, but imo it takes too long to use.
- You should player clip the top of the spawn buildings or extend them upward or something, you shouldn't be able to stand on the roofs. Makes for easy camping.
- The big ledges you see when exiting spawn are only accessible to jumpers/engineers and will give them a huge advantage
- The cap area looks pretty good, but I would maybe widen the area slightly and add some cover to the point. It looks too easy for players upstairs to bomb the point.
- Those "sniper holes" on the skywalks at the point might be too difficult to counter. Maybe make them bigger windows?

Overall, it's a solid start!

Also, in future releases, you should upload screenshots of your map to show it off.
 

Adobe WH

L1: Registered
Jul 28, 2015
16
1
It's very nice for your first map! The file you uploaded is good, but I suggest postfixing the filename with "_a1", "_a2" etc while it's still in alpha development.

Some things I noticed:
- The spawns are a bit too small; make sure there's enough room in there for 12 players to spawn at once. The elevator thing in the corner is cool, but imo it takes too long to use.
- You should player clip the top of the spawn buildings or extend them upward or something, you shouldn't be able to stand on the roofs. Makes for easy camping.
- The big ledges you see when exiting spawn are only accessible to jumpers/engineers and will give them a huge advantage
- The cap area looks pretty good, but I would maybe widen the area slightly and add some cover to the point. It looks too easy for players upstairs to bomb the point.
- Those "sniper holes" on the skywalks at the point might be too difficult to counter. Maybe make them bigger windows?

Overall, it's a solid start!

Also, in future releases, you should upload screenshots of your map to show it off.

I know youre trying to help, and I appreciate it,
but keep in mind this is A1 of my first map; I will make mistakes.
I hope it does sound like I'm trying to say that I dont need help, its just that I dont want any like
- You chose horrible textures
- Whyd you put that there
- You should have known to do this
- What are you doing
- Kill yourself
(etc.)

But thank you for those. I will definitely consider those changes and consider the feedback of play-testers on a gameday
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Overly rude feedback is not tolerated here, so you won't need to worry about that - in fact, it's rarely ever an issue. Also, since this is a development-oriented community, no one expects your first map (or even the a1 of a seasoned mapper!) to be perfect. It's a hard fact that all alphas have problems, and that's why we're here to test them.

When you start the cycle of testing and iterating, just remember to take criticism in stride and make each version better than the last.
 

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
I know youre trying to help, and I appreciate it,
but keep in mind this is A1 of my first map; I will make mistakes.
This is why we provide feedback. So you can correct those mistakes!

Some feedback you receive may sound blunt and perhaps even harsh, but please bear in mind that no-one's doing it out of spite; everyone is genuinely trying to help you get better, no matter how little sugar-coating they do.