pl_halfacre

MungoKing

L3: Member
Jul 12, 2008
148
47
Very fun map, especially for soldier, seemed to be very balanced. The first area from spawn point to second cap, and from 2nd to last point to the last point still need optimization, sometimes drop between 20 and 30 FPS in those areas, but I guess you already know that, so I'm not sure what else you can do about it =\ The building adjacent to the second capture point I think it is, the one on the uphill, can sometimes lock down the area quite well with just one sentry. A single uber can take it down quite easily, so I guess a lack of medics is the only thing that unbalances your map. Hope that helps! I'll try to think of ways you could optimize it a bit more, but I'm sure you've thought about it quite a bit already :)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
The whole point is too have a 1 on 1 with the mapper. Where not looking for bad displacements, or funny looking textures. We're talking about health pack placement, certain angles for attacking and defeneding, and other stuff that affects the balance of the map, and that we would like to openly discuss with the mappers..

That's a playtest, and i guess you're grown enough to type 10 lines of report about a map. That's what i've done from the beginning of our testmap, when a mapper (andyss, acegikmo or Uriak is with us he can see with his own eyes that's better but not everyone is at your server service.

If the mappers don't want input on how this map would fare in comp play, fine, we won't test their map. This isn't charity.

Making a map is charity in fact, mapper don't get pay, maybe once they've been choose by valve but even then i'm not sure and i don't care. Server Admin should be grateful towards mapper, they are the one that make TF2 still living. The reason that there is not only "24/7 2fort nocrits fast respawn" servers is the custom mapper.

Edit : sorry for polluting halfacre post, that's the last one, yum.
 
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CJLJ

L1: Registered
Apr 27, 2008
26
10
I really like the look of the map with all the eroded layers but there's a couple of things that bother me.

THIS building looks out of place. I know that wood texture is used in Valve maps but not as prominently as this. It's usually on the ceiling of a dark corridor. I know you were going for the abandoned shack look but that wood texture just feels like it doesn't fit the TF2 style.

The other minor thing is i think you should tone down the displacement roofs and doors. Don't get me wrong, adding a tiny bit of variance to roofs can give it character but the way you've done it makes it look unnnatural, it needs to be more subtle. I don't think steel shutters really bend that way either.

Apart from those things it's got a really nice look.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
THIS building looks out of place. I know that wood texture is used in Valve maps but not as prominently as this. It's usually on the ceiling of a dark corridor. I know you were going for the abandoned shack look but that wood texture just feels like it doesn't fit the TF2 style.

The white wood or the dark wood being out of place? Or the combination of the two?
I can't rememeber if I displaced any doors in halfacre.. I must have somewhere.. I probably went OTT on it, like I usually do with the bashed up doors.
 

CJLJ

L1: Registered
Apr 27, 2008
26
10
The white wood or the dark wood being out of place? Or the combination of the two?
I can't rememeber if I displaced any doors in halfacre.. I must have somewhere.. I probably went OTT on it, like I usually do with the bashed up doors.

The dark wood, sorry if that wasn't clear. I always felt it doesn't look as stylized as the other wood textures. As for the doors, a branch of the track leads into one as it passes through the blue concrete building and there's another on the hut next to the dumper truck.