Alpine

dDan

L1: Registered
May 23, 2009
2
1
hi nik,
at first i have to say that your map looks really amazing and i also
like the lumberyard style very much ;) ... but as the others have said already
the bridge could be too sniper friendly, and the explosion on the last cap could
be more giant (like in goldrush)
But i haven't really played this map with other players, so can't say very much about
your map ...
all in all nice job and keep it on =)
 

taraph75

L1: Registered
Apr 23, 2009
48
10
Only tested version 1.1.0, but looking forward to the next one. Here is the feedback from before:

I was interested in this map, so I playtested it on a 24 person server on Saturday. Here were some of the comments.

Pros

-Good for good snipers
Cons

-Dirt is quite bright
-one big chokepoint
Sniper friendly
Comments : Don't like sniper friendly maps, as I can't snipe a good sniper

Pros:
-Not superlong. Good for a quick game
-Different areas at each capture. Each one good for a different class.
Cons:
-Seems to be set for CP stuff. RED team always has to listen to the announcer complain about CP being captured.
-Not really any side routes to get behind the enemy
-Second cap is a little TOO sniper friendly
-Tunnel the cart goes through to the final cap is way to narrow
-Almost impossible to get to the final cap. Tunnel is so narrow and the only other route can be easily blocked off that BLU team can have real problems. A double uber rush proved unable to get rid of us.

The chokepoint that they are both speaking of is the end of the tunnel (there are some boxes stacked there. We tried to push through with uber, but didn't get the sentry and coulnd't get back into the tunnel to escape the sentry There is just no way to get around that part. We need some sort of alternate route. I think we played 3 rounds and the cart stopped there every time (even as it was, we only got an extra 2 minutes to cap that point, and that doesn't seem like enough)

I really really lke this map though, and assuming you can cut down the sniper-friendliness over the bridge and fix that tunnel chokepoint, I really think it will find its' way on to our rotation (and I make those decisions, so I think it's a fair bet )

Edit: I forgot one other thing. There are FPS issues near each spawn point. Pretty bad.


And...yes...if the new version tests well I'd love to put it on our rotation. But I really do feel the tunnel end needs some help for blu to balance it. Just one extra route on top or on the right side, or underneath or something would help this very difficult point. :)
 

brick

L3: Member
Apr 12, 2008
103
13
The map is too large for the amount of cps I think. The ways and be decreased, the super tall hill, which is probably for performance issue, is not needed. Make it shorter, if you want to increase your performance on the bridge area, use fog and set props to disappear at a certain range if you dont want heavy fog. I noticed that you dont have the skybox come down where that long narrow hallway is. Almost the entire map is being drawn. Most likely if you have the skybox come down to see that section you will have increased fps on the way to that hallway.

The long hallway after the bridge either needs to be shortened or widen. Im sure you heard it a million times so I wont gloat about it.

One red spawn point spawns under the map.
 

taraph75

L1: Registered
Apr 23, 2009
48
10
I got an OOPS 404 error when I tried to download this from getdropbox.com :confused:
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
link is dead. Why dont you upload it to TF2maps section instead of some fileshare site?
 

taraph75

L1: Registered
Apr 23, 2009
48
10
We tried version 2.0 and it crashed our server :/
 

NiklasU

L1: Registered
Apr 19, 2009
34
1
??? lol ... than it's the reason of your server ... because on TF2Maps it worked fine :/
But try out v2.1.0 ... maybe it will work better ;)
And on Friday my map is on the Map Testing Day of TF2Maps, so you can test v2.1.0 there.
 

Tentor

L1: Registered
Nov 28, 2008
18
1
Okay, after playing your map I thought it was a pretty fun experience, but there were a lot of things missing.

So I'm gonna be a picky guys and have some complaints

-The map is too open and too low. You you need to add some spots where engies can hide and camp with the beginning point and point B

-I kept getting stuck on the ladders in red spawn, move them over a bit and make it so you can fall down from it. Or in fact redo the entire top and make it with stairs in the spawn.

-I saw one area right on point A were only soldiers, demo and scouts can get up too. Now that really does leave out other classes from getting there because that is the only medium medkit I found up there.

-And add more large ammos to the map. With some health of course.

Okay I'm done.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
In addition to the previous comments, I'll add two nitpicks I found while playing today:

The BLU entry door has a frame that sticks out a bit, and was easy to get caught on when moving around it.

I got stuck behind one of the planks at the last RED spawn point, the ones on the floor. Might want to move that down a bit.

Other than that, nicely done and I look forward to seeing the improvements!