Warfare

Annihilatorza

L1: Registered
Apr 8, 2009
30
0
Its Looking Good, but the Bridge in screen shot 1 looks kinda odd due to its angle, maybe add some supports underneath it.

I am worried in the 3rd shot buy the cap point it might turn in a bit of spam fest due to the closeness of the walls.
 

Gadget

aa
Mar 10, 2008
531
527
I think that there is a warpath remake already...

a good one?


Its Looking Good, but the Bridge in screen shot 1 looks kinda odd due to its angle, maybe add some supports underneath it.

I am worried in the 3rd shot buy the cap point it might turn in a bit of spam fest due to the closeness of the walls.

Don't worry too much about the visuals for now. You're right about the size of the last area but that's what I have to find out - does it need to be bigger?... this can only be decided after some playtesting.
 
Feb 14, 2008
1,051
931
The current warpath remake is much-loved by pubbies, for frankly, no good reason. It's completely broken in many ways. Looking forward to the good version :)
 

iQue

L1: Registered
Apr 16, 2009
15
5
Simply put, it's just impossible to make this any worse than the warpath port that is already made. It's not well designed, looks ugly and is just one big spamfest most of the time.

This looks completely different. Keep it up :)

Just remember that TF2 is completely different game from TFC, so don't be afraid to make the map "too different".
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Can we see a bigger screenshot of that middle point? :)
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
I hated warpath. Nothing but a haven for bunnyhopping medics. This looks promising though, and certainly more visually appealing than the current remake. :)
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I'm very impressed, this looks like a great remake! The changes you've made look very well chosen, already, and I think this would have the potential to be played competitively even if it keeps up looking this sharp. ^_^

Good luck! <3
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
I would consider removing the destructable walls from the lower path between mid and point 2. Having them there just serves to slow down gameplay for no real reason, and the third path is all but necessary considering how close together and narrow the other two paths are. One way or the other, I would try to widen the paths/areas between 2 and 3.

Similarly, there's only one path between 1 and 2, which is going to stalemate a lot of games and generally slow down the pace. Think of granary/well/badlands. Each has three distinct options to approach the last point from, and a variety of ways to get to those positions. Your map currently is way too limited.

That said, I think the map has a lot of potential. The middle point in particular I think will be a lot of fun. Just be sure to keep the "big three" valve push maps in mind when you're designing your maps. Will my players have enough options in taking a point? Are the paths and areas too small or too big? How many chokes can a sniper or demo lock down at once? Are there logical places for a medic to stand? etc etc
 

ColdFire

L2: Junior Member
Mar 11, 2008
87
15
I'm not sure the rock next to the bridge on the red side is as big as the little shed with no door on the blu side.
About the rest, it's warpath even with so many changes, so I can't wait to see your next builds.

About warpath remakes, take a look at cp_warpath3, it's not too bad and I like the details on it
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
This version seems alright. It's a little rough to make a good judgement on it and the missing light in one of the spawn rooms kills any chance of having a balanced game on the map since you have to wander around for a while before you find your way out. It looks promising though.

I look forward to future versions.
 

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
Some paths seems a little narrow and long. Only one path from first to 2nd?
 
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Gadget

aa
Mar 10, 2008
531
527
Some paths seems a little narrow and long. Only one path from first to 2nd?

Which paths are you exactly talking about? It's based on the warpath layout so I'm probably not gonna change that. There's a lot of people who like to play that layout (me included).

Thanks for all the feedback. I'm just working on cp_oilrig...finishing a new version for next week's gameday (one that is more like the first one I've built) and I'm going to fix a couple of things you all mentioned and get alpha2 out in the next one or two weeks.
 

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
http://img192.imageshack.us/i/cpwarfarea10001.jpg/
You have to be freaking insane to charge up this. If going down just spam rockets down it. Which is mind numbing spamming rockets at the bottom of long skinny path. :bored:

http://img195.imageshack.us/i/cpwarfarea10002.jpg/
Two teams stand on other sides and spam insane amount. :(

http://img36.imageshack.us/i/cpwarfarea10003.jpg/
If this is the only path from 1st to 2nd cp it won't hold up to traffic. I suggest adding another path.

If you make another path I think it still needs a tweak or 2. I think putting a ramp in middle of side walkway would be good so you can make transitions. Maybe put a walkway on other side for options? It's a bit too hard to come out of your first cp attacking this path. You go through the entrance choke and it opens up with other team having vertical advantage.

http://img198.imageshack.us/i/cpwarfarea10004.jpg/
When other side tries to come out of these paths they are left in the open being shot at from many different places with cover. :(

The current paths make soldier overpowered and destroy scout. They don't provide variety and make it extremely hard to push past.

If people like spamming down tunnels then they can play on a map that's just one long tunnel. :mad: