uuh

PL uuh pl_uuh_a_5

KYLEWII21

L1: Registered
Dec 10, 2015
17
1
uuh - A WIP payload map

map is pre alpha. (end of map not finished)


My attempt of a payload map, uses structures from koth_raining_at_three_in_the_morning and ctf_sawblade_research_labs

the payload goes from blu's spawn, goes around it, through a tunnel, over a bridge, through a door, over another bridge and finally into red's base.
 

Svode

Take a Chance on Me
aa
Jul 31, 2016
166
471
(end of map not finished)

Then why even post it onto the site? It's best to finish all work and then release an A1 than to release your dev build.
 

KYLEWII21

L1: Registered
Dec 10, 2015
17
1
the ( end of map not finished) was probably refrincing red not having a final spawn room. That room now exists. I may make some more tweaks and update it to A1.
 

Urban

aa
Jul 27, 2009
212
352
Yo, some quick feedback for you.

This map is rather overscaled, all the areas feel far too large and empty, and overall the map is incredibly flat and uninteresting, rarely with any cover.

The path the payload takes stays on the same level pretty much throughout the whole map until you reach the end section, there is very little fun involved in pushing a cart down very long, flat hallways to be honest. The overall flatness and linearity becomes an even bigger issue when you consider sight lines for snipers as well as wrangled sentries. There are several incredibly long sightlines that stretch over vast areas of the map, a good sniper or 2 could shut down the routes completely. (some images below). I would look at some decompiled valve maps and compare gameplay space sizes to your map, and also look at how alternate routes and cover work in them.

Another issue is the fact you can get on top of literally every building as any class, this seems to be intentional as you've added ramps but it gives those above an overwhelming advantage over everybody else. If the entirety of RED set up on the building above BLU Spawn at the start, there is very little BLU could do to counter it. I'd tone down the access to those rooftops and if you do scale the map down make sure you either lower the roof level, or make it obvious which roofs you can sit on. The way height advantage is often dealt with is to limit access to health and ammo up there, so the position doesn't confer an advantage forever.

Image dump with comments below:

20161004175042_1.jpg

Building below is BLU Spawn, all the rooftop is available for RED to sit and spam from. All routes from Spawn off to the first checkpoint seem liable to be shut down by sentries and spam via small doorways.

20161004175051_1.jpg

Massive sightline across the first checkpoint area, a good sniper can shut down the cart pushers easily.

20161004175206_1.jpg

2nd checkpoint area is still very flat with little cover available.

20161004175230_1.jpg
Another large sightline from RED Spawn to 3rd checkpoint.

20161004175333_1.jpg
Last area is again mostly flat, and BLU have to push the cart forever right in front of RED Spawn, they would either have to spawncamp RED or be prepared for a horrendous time pushing the cart past it.

20161004175821_1.jpg
Another big issue with the map is that the map hasn't been separated into smaller areas with skybox brushes. This is awful for optimisation, and it also means a sticky jumper demo can literally fly all the way across the map in one go and snipers can easily pick people off from the other side of the map.

This is a good guide on scale in maps: https://tf2maps.net/threads/guide-scale-and-your-map.12605/
Here's a handy list of tutorials for mapping in general, there are some useful optimisation ones in there too, worth looking at I think: https://tf2maps.net/threads/tf2-mapping-link-resources.22471/

EDIT: Found my favourite optimisation guide - http://www.interlopers.net/optimization/index.php?chapter=intro it is a long read, but thoroughly recommended for anyone getting into source mapping.

That's all I've got at the moment, if you want any feedback on anything in particular let me know. Hope this helps a bit.
 
Last edited:

KYLEWII21

L1: Registered
Dec 10, 2015
17
1
20161116023640_1.jpg

+ track shortened near last and some cover was added
20161116023659_1.jpg

+ second area now has some raised walkways
+ a wall to block some spam from above for blu's spawn
+ red forward spawn respawn hitbox bigger
20161116023731_1.jpg

+ tunnel has this turn to cut down on the sightline
+ a small door that opens once bridge (first point) has ben captured
20161116023935_1.jpg

+ this train

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Maybe moving BLU spawn from below the main path to above might change things for the better, break up some sightlines? If not that, try adding paths from BLU spawn to above.


I'll show you some examples in a few hours when I'm out of school.
 

KYLEWII21

L1: Registered
Dec 10, 2015
17
1
20161202205609_1.jpg

+ map got wider
+ cover on top of blu's third forward spawn
+ door fixed
+ upper walkways
20161202205621_1.jpg

+ tunnel extended around corner
+ doors that open after first point captured
20161202205751_1.jpg

+ new blu forward spawn that becomes active after first point captured
+ tunnels from blu forward to before tunnel, in tunnel, and after tunnel
20161202205841_1.jpg

+ tunnels from blu forward to near second point that open after second point has been captured
+ second and third points have been moved back
+ long tunnel from red forward to base that opens after second point captured. (tunnel does not count as a respawn room)

Read the rest of this update entry...