Doomtown

PD Doomtown A1B

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Doomtown - Trick-r-treat!

Steal buckets of candy, score points at the haunted house. Don't overstay your welcome...

Also, eat some giant candy, it'll give you a sugar rush.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
Feedback Time:
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-right off the bat I can see that the image next to the timer is missing. Idk if it's like this on purpose as a placeholder or not but it looks like a mistake
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-I can block the doors from closing at the mid cap zone
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-blocking them from inside the building will cause me to die when the point is inactive, like it should, but if I'm far enough outside, I'll instead get stuck in this black brush when it appears

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-lots of doorways need to be clipped smooth
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-This map has a lot of long sightlines around mid. I can see snipers locking down the whole area if they are good enough. There's even one that goes through the cap zone
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-some tree props clipping through walls
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-what is the point of this back area in the spawnrooms? I at first thought it was maybe where people would exit an underworld area but there isn't an underworld in the map. It's an unnecessary space that would only lead to confusing players.
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-trying to tell what parts of the tree branches have collision and what don't is annoying to deal with. It seems that only the middle of the model has collision and everything else players just clip through and can see inside the tree.
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-The fact that this doorway leads straight to a drop down opposed to a balcony or something like that is odd. I don't think a house would be built like this, unless it's supposed to be that the floor for the upper level fell in after years of disuse.

That's all for now. Since I didn't play this with other people, some issues may not be as bad as they seem at first. Also I feel like the boost candy spawns too often. With how it is now, it feels like someone in the server will always be boosted, making the map more about controlling the candy than anything else. Whichever team gets control will have all the advantage.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
- Reverted HUD icons to placeholders.
- Fixed bucket not being packed properly.
- Clipped doorways.
- Fixed players being able to hold the Haunted House's doors open.

Now for actual testing...

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
I was going to write you a few paragraphs of feedback, but it turned into a 6536 word long essay on PD design and what I perceive to be the failings of this map's core design. I've linked it as a Google doc since it would have had to been split into several forum posts.

TL;DR: I didn't enjoy the map, and have several issues with it. I believe it might be caused by attempting to mimic other PD maps without truly understanding how and why they actually function the way they do, though this causes me great anguish since you made Monster Bash which I consider to be the best official one.

https://docs.google.com/document/d/1GtJPvA-ldpCNnoacrmgT3WCY5tZlv3IycMsa4yuVKXI/edit?usp=sharing

I'm looking forward to seeing this map evolve going forwards!