cp_sootcanyon

CP cp_sootcanyon a3a

Skye

L1: Registered
Jan 20, 2021
23
17
This map has a lot of potential, though I have some gripes with it:
1. A is very chokey and reminds me of Dustbowl's first point
I feel like it would be better balanced with a possible alternative route for attackers so classes like heavy or sniper who cannot perform special jumps won't need to fight with height disadvantage the whole time.
2. A caps slowly. (This is a personal gripe)
Going off of the Dustbowl example, since the first point is such a slogfest, the point caps very quickly to reward you for clearing the point out. This is not the case with A however. The point cap time is slow enough that I could die defending and get to the point after respawning before it was capped. I think maybe an increase in cap time by 20% would be enough.
3. Sniper vs. Soldier
A lot of your map seems to favor Soldiers/Demos or Snipers. B has gigantic height variation in the favor of the defenders, allowing easy soldier and demo bombs, while others favor Snipers by being extremely open with no barriers like fences or props. I think this issue will be fixed over time as you begin to add props and detailing.
4. Thunder Mountain B
B has a very clear resemblance to Thunder Mountain's last round where you play around a large spire/tower, but again the issue of high ground where Soldiers and Demomen can bomb too easily comes into play. I suggest small openings onto a higher part of the tower, and opening up the already existing tunnels a bit more, or just adding wide corridors like Thunder Mountain's other points.
This map has so much potential, but the three big issues are preventing this from unlocking it, in my opinion.
I look forward to seeing this map improve and get better in the future!


you dont need to implement all this this is just my opinion
 

Loose Noose

L1: Registered
Oct 21, 2020
20
7
This map has a lot of potential, though I have some gripes with it:
1. A is very chokey and reminds me of Dustbowl's first point
I feel like it would be better balanced with a possible alternative route for attackers so classes like heavy or sniper who cannot perform special jumps won't need to fight with height disadvantage the whole time.
2. A caps slowly. (This is a personal gripe)
Going off of the Dustbowl example, since the first point is such a slogfest, the point caps very quickly to reward you for clearing the point out. This is not the case with A however. The point cap time is slow enough that I could die defending and get to the point after respawning before it was capped. I think maybe an increase in cap time by 20% would be enough.
3. Sniper vs. Soldier
A lot of your map seems to favor Soldiers/Demos or Snipers. B has gigantic height variation in the favor of the defenders, allowing easy soldier and demo bombs, while others favor Snipers by being extremely open with no barriers like fences or props. I think this issue will be fixed over time as you begin to add props and detailing.
4. Thunder Mountain B
B has a very clear resemblance to Thunder Mountain's last round where you play around a large spire/tower, but again the issue of high ground where Soldiers and Demomen can bomb too easily comes into play. I suggest small openings onto a higher part of the tower, and opening up the already existing tunnels a bit more, or just adding wide corridors like Thunder Mountain's other points.
This map has so much potential, but the three big issues are preventing this from unlocking it, in my opinion.
I look forward to seeing this map improve and get better in the future!


you dont need to implement all this this is just my opinion

Thank you very much for this input! I won't be able to make huge changes all in one pass but I will keep what you've said in mind.
 

Skye

L1: Registered
Jan 20, 2021
23
17
The removal of the tower opens up a lot of sentry spots, such as the one on BLU's left flank or underneath for some sneaky ninjaneering, but the lack of walls when you peek out make it easily snipable on both sides. Good choice, but maybe move back RED's spawn to stop Mountain Lab/Dustbowl-style last caps where RED are constantly throwing bodies at the point and cut out some flank routes that are no longer useful/needed or add more for B.
I look forward to seeing some refining of A!

also the little connector under the dozer should maybe have a large ammo or medium health kit to make it worthwhile visiting in my opinion
also i think the whole drill thing is big enough of a change to push this into a1a
like wow
thats basically a complete revamp
really good job there
 

Skye

L1: Registered
Jan 20, 2021
23
17
Just my ideas and some possibly useful information:
Screen Shot 2021-03-22 at 7.04.10 AM.png
Not used very much
Screen Shot 2021-03-22 at 7.06.25 AM.png
Maybe degrade to medium health, too good for heavies on either side
Screen Shot 2021-03-22 at 7.03.56 AM.png
Could have a flank route here for Blu instead of the current right flank
Screen Shot 2021-03-22 at 7.03.04 AM.png
Needs some pickups to be worth going to, if you intend to keep it as a room and not the space between the dozer's wheels(treads?)
Screen Shot 2021-03-22 at 7.02.45 AM.png
Very good sentry spot, even moreso with the Rescue Ranger
hope this comes in handy