TEIEN FEEDBACK:
Map Layout & Balance
You've pulled off some really unique gameplay areas while making each area feel grounded in the detail of the region too, good job! The hatch is really enjoyable, and the winding road, which is kinda weird, does give off gameplay that doesn't exist anywhere else in the game, which is pretty neato.
My biggest issue with the layout is that most of the alleys on the right side of the map (from the red team perspective) went very underused, and these equate to at least a quarter of the map size. Because players were focusing nearly solely on the winding road path (which is where a majority of the bomb carriers go down), and combined with there not being much cover in the alleyway, made it difficult for players to traverse over and take down the engis who set up nests on the far alley road areas. The engi nests helped lock off any continued use of the areas there.
https://i.imgur.com/UXI4Prd.jpg
I think either balancing out how many bots take that alley road (maybe more than half, since it seems longer), or adding more cover to that road might make the inner winding path become less of 'the only focus', and naturally place players in better positions to take down the engi bots who set up on in the alley. It did seem that the bomb only ever entered the final 1/3 of the map through the gated entrance as opposed to the temple route.
Comparatively, dealing with engis who set up near the hatch is noticeably less of a burden since the position the engis set up their nests in on the curved cliff route are more often within view of the players and the carrier.
More thoughts:
https://youtu .be/21tUPjlVVS8
Defending / retreating / attacking forwards on the long winding road is kinda annoying with my full team there because their bodies eat a lot of the splash / rockets I shoot out since the road is rather skinny, and it seems hard to quickly find vantage points where I can get some height as I'm walking backwards.
https://i.imgur.com/DWCFeGh.jpg
I do wish there was some easier location that was definitively 'the hold point' along the long road near the gate, since there isn't really one. Maybe repurpose / redesign a bit this building:
https://i.imgur.com/Raohflz.jpg ? If the balcony was a bit wider with the building push back towards the cliff a bit it could become the holding position.
Alternatively at least move this healthpack / combine it with the other one nearby outside to form a large so that retreating players notice it more.
https://i.imgur.com/OOwkx8t.jpg It seemed you went to this building for defense / pickups as you were retreating / shooting at bots down the long windy road but just wouldn't see it.
Defending from the ground just behind the gate / large temple , just before the bridge, was kinda annoying because it was rather flat and a lot of rockets / shots were colliding with teammates there.
https://i.imgur.com/qOL0zGN.jpg There is height on the left of the area, but sometimes it feels too far away from the contextualised combat, kinda wish there was something down low I could stand on at the end of the bridge.
https://i.imgur.com/hzNN96V.jpg The length of the area is especially noticeable with arcing weapons as demoman.
Map Technical
Very bad fps across the map, but especially while at the hatch looking out. Seems ~80% of the map is rendered when I'm sitting in spawn. I guess it's especially noticeable at the hatch because when we hit the hatch in gameplay there tends to be a lot of commotion / robots / effects in view (and even more so on harder waves). (Also if you turn on vcollide_wireframe while looking out from the spawn your game will crash because there's too many things trying to render at once...).
- I think what you could do is use 2fort's 'multiple fog controllers' concept - with separate varieties of farz values, and dynamically set that on players as necessary for best fps. It really seems uncessary that the player renders so much length of the map since they can't likely see it from those distances away. Farz settings should be relatively easy to implement also. (BTW you can set the 'interpolation time' on the fog controllers to do fades between). (If you set the farz on the hatch area to be 5000 you get double the regular fps with almost zero visual difference).
It was a bit difficult tell when robots were shootable as they exited the left waterfall exit. I kinda wish there was a better indicator that the one particular step was the 'exit' step for them, like some wood planks before it, or a lantern on the left, or something.
https://i.imgur.com/criyMXP.jpg https://i.imgur.com/HMFh6i8.jpg
For some reason walking backwards (only backwards, forwards its not really an issue..) into this tree - ie retreating from robots while shooting at them - you can easily get caught on it, which is annoying during a firefight:
https://i.imgur.com/0Z39eI1.jpg Just needs a smoother clip I guess.
Again while walking backwards (and only backwards) you can get caught on the side mirror of the yellow truck just past the front.
https://i.imgur.com/bH0zI4V.jpg Walking forwards into it you don't get stuck..
Again again while walking backwards you just happen to bump into the truck near the outside of the gate, I know it fits well in detail but you should put something in front of it and then clip it slanted so you get pushed sideways when walking backwards. Getting stopped in your tracks while stressed from the front sucks.
This roof on the long road near the gate is unclipped, is that intentional?
https://i.imgur.com/5AJcLQn.jpg If it is intentional, and it's intended as a 'hold spot' for explosive jumping classes then it is extremely difficult to tell that you can jump ontop of it. Every single other similar roof is clipped off, and there's nothing special about this one: no special wood flooring, lanterns, props, signs of use of it as a platform..
Map Aesthetics
The town design is great, really captures the spirit of the japanese village on a hill.
Those curbs along all the roads must have been a real pain in the ass to make!
Good lighting all around, with good use of env fx stuff like particles and lightglows.
For some reason I never noticed the forward upgrade spinning sign as I was approaching the front for a long time of playing the map
https://i.imgur.com/5xAhfer.jpg maybe move it to the left side of the doorway? I think also you should have another upgrade station sign on the other side of the building maybe.
https://i.imgur.com/A2dsF0V.jpg Maybe you could set its animation to stop spinning when the wave starts.
Map Creativity
The layout and geometry - and especially the theme - are very unique, and not just for an mvm map! It really is cool exploring the town. Town design is super cool.
If the map ran better in the fps department, like double what it currently is when behind the gate / large temple, defending around the long bridge to the hatch, then I feel like I'd enjoy it a lot more. If you could find some way to incentivize players going to the far alleyways more without just using teleporting engis that might be cool too. Maybe have the bomb carrier forced to take the long way around sometimes - since that seems to be what leads players the most towards the inner road / gate areas.
Map Nav
no issues I saw.
Mission Balance
difficulty of normal mission feels great
last wave of normal was a bit short though, difficulty was fine, the healthy pyro was fun, but maybe two would have pressured us more. i think it was just that the 2nd last wave was harder x2.5 than the last one was. just for how far the bots got into the map.
we couldnt beat expert wave 2. problem we faced was the amount of engis coming in. we would focus on the first couple bosses fine and dandy, but then get totally separated. each taking our own goals fine with medic going in between each, and that felt okay. but as soon as one person died due to any random thing like spys, the brass beasts, the pyros, the engi sentry guns, etc, then it was pretty much game over cause we wouldnt have enough DPS to kill the tanks + the giants in time. I think a really good team can beat it (and apparently one has? night shift or something?) but we tried for 40 minutes on just that one wave and couldnt beat it so..
https://i.imgur.com/oZziJk6.jpg https://i.imgur.com/U7FO2Bp.jpg https://i.imgur.com/NnPQkM2.jpg https://i.imgur.com/a9yaCbQ.jpg https://i.imgur.com/eVjm3Tn.jpg https://i.imgur.com/cmU4r0x.jpg https://i.imgur.com/keB8xmT.jpg
Mission Technical
popfile actually loaded correctly! surprising because majority of maps didn't have their missions load correctly - including sequoia?
Mission Creativity
Bosses / bot types / loadouts / bot names all seemed really unique and themed to the map.
Mission Fun
Normal mode mission was quite enjoyable.
On expert I REALLLY dont like the abundance of the teleporting engis. They'd teleport in behind us with a full teleporter wave of robots, and we'd suddenly be surrounded through no fault of our own.. Happened a lot after bosses would spawn in near the back alleyway, we'd be tackling the boss, half dead, and then 10 ft to the side you'd see an engi poof into existence and build all his builds instantly and then we'd be dead 5 seconds later. Felt pretty ridiculous.
On the three attempts I had at the expert mission we had to use the panic button to get past most of the waves, and I guess that means that we suck and this expert mission is for the true experts - high end of the expert spectrum, but I wasn't having fun. I guess it's more of a relabelling thing, you could probably just label it Nightmare difficulty and it would be fine.