Inkwell

CP Inkwell A2

TMB

Banned
Jun 7, 2015
821
323
Why you make this map? Will never be in the game...
 

MrReavers

L1: Registered
Dec 5, 2015
8
7
Why you make this map? Will never be in the game...
I know I should post this on your map post, but whatever.

I feel like you don't get why people make maps in TF2. People do it for fun, for the hell of it, or to do something different in the game. The map creator made this map because he wanted to make a map and have fun. An artist doesn't make painting for money and fame and they shouldn't. Someone with the mindset of getting attention or any form of fame solely isn't going to improve.

If you think a map is perfect, scratch that mindset out completely. It isn't. Every map has flaws, even the best ones. If you can't take the criticism or can't give good criticism without sounding rude, then maybe mapping isn't for you.
 

alkaL1ne

L1: Registered
Dec 20, 2015
24
12
I mean, if people did mods or maps or new assets or what-have-you to games just because the creators would put it in the game, we wouldn't have TF2 in the first place.
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
this map definitely seems pretty interesting so i'm gonna go over some basic stuff that seems wrong to me. considering your choices of inspiration i assume that you're at least somewhat interested in mapping for competitive, and the stuff i mention will mostly be from a 6's standpoint.

Starting at last and working my way in:

Last seems immensely overscaled. for perspective, check the range on the sentry and compare to badlands, snakewater, or gullywash. the sentry at the furthest forward point of the high ground can be easily spammed out from every single entrance to last. the last should be shrunk significantly in every direction. height, width and length. that being said, the general layout seems fine, its just far too big.
7B4BD06D6351C8ED1FB36357AECA9F80C62BD6F2


a lot of the other issues that i have with last would be fixed if it were shrunk, like that it would be difficult to defend due to the variety of entrances and their distance from the point and that walking from the spawn to point takes too long.

the interstitial area between 2nd and last has an interesting layout, but it has too many shutter doors. shutters should really only exist in places where you have to block a sightline that is really, really nasty, because it creates more problems with sentries and stickytraps than is worth. i would definitely at least remove the lower shutter and the small shutter to the left entrance
8088309AFFFE95B30407796EBF2A0A19A36873A9


2nd suffers from a lot of the same scaling issues that last suffers from, in that it is pretty seriously oversized. the major issue is the yard, which allows attackers a massive buffer area with which to push the point and some insane sightlines across the entire area. look to gullywash and snakewater which both have similar 2nd points to this and consider the distance that you can see and how the point is protected from direct sightlines in many cases

VQt1urr.jpg

shrinking this pit area allows 2nd retakes to have a smaller amount of ground to cover before getting to the actual point. 2nd retakes should always be easy, because leaving your last unattended is such a huge risk.

W4N4cvZ.jpg

moving this whole area further forward shrinks sightlines and generally improves the flow from point to point

636632DC2E40B636CFC278CCD133A9942A7111FC

this area is just slightly overscaled, but i imagine it will shrink naturally if you make the 2nd point area smaller

as far as the mid goes, its definitely the most appropriately scaled area on the map, i'd focus on shrinking the other areas of the map primarily before you focus on adjusting the mid to heavily. once those issues are taken care of i think this map could really be fun, and im definitely looking forward to actually playing on it
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
this map definitely seems pretty interesting so i'm gonna go over some basic stuff that seems wrong to me. considering your choices of inspiration i assume that you're at least somewhat interested in mapping for competitive, and the stuff i mention will mostly be from a 6's standpoint.

Starting at last and working my way in:

Last seems immensely overscaled. for perspective, check the range on the sentry and compare to badlands, snakewater, or gullywash. the sentry at the furthest forward point of the high ground can be easily spammed out from every single entrance to last. the last should be shrunk significantly in every direction. height, width and length. that being said, the general layout seems fine, its just far too big.
7B4BD06D6351C8ED1FB36357AECA9F80C62BD6F2


a lot of the other issues that i have with last would be fixed if it were shrunk, like that it would be difficult to defend due to the variety of entrances and their distance from the point and that walking from the spawn to point takes too long.

the interstitial area between 2nd and last has an interesting layout, but it has too many shutter doors. shutters should really only exist in places where you have to block a sightline that is really, really nasty, because it creates more problems with sentries and stickytraps than is worth. i would definitely at least remove the lower shutter and the small shutter to the left entrance
8088309AFFFE95B30407796EBF2A0A19A36873A9


2nd suffers from a lot of the same scaling issues that last suffers from, in that it is pretty seriously oversized. the major issue is the yard, which allows attackers a massive buffer area with which to push the point and some insane sightlines across the entire area. look to gullywash and snakewater which both have similar 2nd points to this and consider the distance that you can see and how the point is protected from direct sightlines in many cases

VQt1urr.jpg

shrinking this pit area allows 2nd retakes to have a smaller amount of ground to cover before getting to the actual point. 2nd retakes should always be easy, because leaving your last unattended is such a huge risk.

W4N4cvZ.jpg

moving this whole area further forward shrinks sightlines and generally improves the flow from point to point

636632DC2E40B636CFC278CCD133A9942A7111FC

this area is just slightly overscaled, but i imagine it will shrink naturally if you make the 2nd point area smaller

as far as the mid goes, its definitely the most appropriately scaled area on the map, i'd focus on shrinking the other areas of the map primarily before you focus on adjusting the mid to heavily. once those issues are taken care of i think this map could really be fun, and im definitely looking forward to actually playing on it

Thanks for the feedback, given the feedback from the imp today, a2 will fix the scaling, which i think is the main problem. The changes you drew over the printscreens are really helpful , so those and the shutters will be sorted as well :)
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
The mid is scarily close to SW, also last doesnt really have a nice holding spot, look at some Badlands 6v6 games to see what i mean.

Ill do a higher analysis about this map later, it has potential, keep it up.