Mudslide

Ida

deer
aa
Jan 6, 2008
2,289
1,372
MUDSLIDE by Muffin Man
Mode: Push (Linear 5-CP)
Size: Medium, 12-24 players recommended

In a harsh, rocky desert, RED and BLU have built their secret bases on top of some rocky plateus for some reason. Who knows, maybe the architect was drunk, and you certainly only get what you pay for - The bases are now crumbling due to spontaneous mudslides, which has left many of the buildings in bad shape. This, coupled with the altitude, provides a dangerous battlefield around every corner. Watch your step.

I want feedback on:
  • Health and ammo placement.
  • Sentry spots.
  • Respawn time.
  • Capture time.
  • Balance between any two points. Is the defending team overwhelmed by attackers? etc
  • Other factors in balance; overall balance.
  • How do the currently detailed areas look?

Known issues:
  • Lacks "time has been added" comments from the Announcer, I think.
  • The forward spawns should probably be reworked so people can change weapons there and stuff.

Special thanks to (alphabetical order):
  • A Boojum Snark
  • Acegikmo
  • CaptainAngry and calculatedChaos
  • FreeLance_FoX
  • MangyCarface
  • Nineaxis
  • Shmitz
  • Youme
  • The TF2Maps.net chat room and community
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Pictures are looking great, but I can't give any feedback now. I hope I can play it wednesday! :D
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Be careful with the lighting. Right now screenshot 1 is so wrong, can you guess why? Because there is almost no shadows on the ground there. Take a look at screen 2 and 3 and try to do something similar with the area on screenshot 1
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Yeah, I thought the lighting looked funny, but now isn't the time to care about that. :p
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I liked it, was pretty fun.

Not a huge fan of alot of deathpits. Sure everymap needs one, but there were several along the whole side of this map. Doens't kill it but would be good to have some railings and maybe just a few broken spots where you could accidentally fall through.

Then players can still get blasted over but it's not too easy to fall when backing away from another player.

mid seemd like a stalemate for awhile. then we finally pushed back and capped.

The thing I think I like the most is the size. Too many 5 pointmaps end up huge. tons of running, etc... This one felt fairly compact and kept the action high. thumbs up.

I also don't like alot of doors, I wouldn't mind seeing half of them gone. They just seem to interfere too much with gameplay. They give away spies, limit snipers, soldiers, demos, cut off medics from patients and give you too many close quarter suprises with pyros.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Seems like I went overboard with deathpits for sure. As I mentioned in game, they will not be cut down in terms of size and quantity, but I will add railings to some of them. Not all.

I'm going to have to work on the middle to give the losing team more of an advantage/breathing room, I think. And I dislike overuse of doors too, so I will definitely work on improving them.
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
Seems like I went overboard with deathpits for sure. As I mentioned in game, they will not be cut down in terms of size and quantity, but I will add railings to some of them. Not all.

I'm going to have to work on the middle to give the losing team more of an advantage/breathing room, I think. And I dislike overuse of doors too, so I will definitely work on improving them.

The biggest problem is the death pit right after the side exit of the spawn. Specially because some players spawn directly facing that exit. It goes basically like this:

"Here I goooooooooooooooooooooooooooo.... Damnit I'm dead..."
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Void is interested.

EDIT:

Doubly interested, apparently.
 
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FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I walked through and I've gotta say that it's one of the most creative 5CP maps I've seen in a long time. Granted, there aren't many, but this map has a very clear vision of the intended gameplay style, I can tell from walking through!

Errr, yeah, but what I mean is it's really well thought out. Middle looks very intelligently designed and I like the approaches provided for attacking 4th. 4th to 5th could use some work (as could the areas with doors & death pits, as already mentioned). Overall I can't wait to actually play it some, but frankly any 5CP of such quality as this screams COMPETITIVE MAP to me. ^___^

-FoXy
 

Tinker

aa
Oct 30, 2008
672
334
I like the deathpits, I like how the map worked. The only suggestion I have is connecting the upper levels of the building next to C to the upper level of the building between B & C (with the doors). I think it'd open up the area a lot more, and give attackers a way to get through that building easily - it was very easy to lock down now.
 

Ida

deer
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Jan 6, 2008
2,289
1,372
I like the deathpits, I like how the map worked. The only suggestion I have is connecting the upper levels of the building next to C to the upper level of the building between B & C (with the doors). I think it'd open up the area a lot more, and give attackers a way to get through that building easily - it was very easy to lock down now.

Hmm, I'm not sure which building by C you're talking about, but one of them is connected to the building between 2 and the middle (B and C). If I need to, I might connect the other one as well.

Also...

Mud Bath A2 released
- Added a new path to the middle to help losing teams.
- Added lots of protective railings near death pits.
- Added many new signs and made the signs above changing spawnrooms dynamic.
- Removed all neutral sliding doors, changing some room structures in the progress.
- Opened up a building in the middle for more breathing room.
- Removed an unnecessary doorway.
- Added a medium healthkit to point 2 and upgraded the metal to full.
- Downgraded the healthkit beteen point 2 and the middle from full to medium.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I'm sorry I couldn't come to gameday, but I was busy... eating... and stuff... >_>

Since I couldn't experience it firs-hand, I'm going to need lots of help here, so list your feedback everyone.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Hm I can't say a lot about balancing since it's a symmetrical map, but for me, it was fun to play. There was 1 thing a bit weird (maybe you already know), but everyone spawns at the same spot (atleast in the first spawnroom). It's not bad but you gotta change that. :p
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Was really impressed with how solid the gameplay was during Gameday. I didn't get lost at all, signage was great and it definitely had the same engaging 5-cap experience that the Valve maps do. I'll swoop around solo and see if anything jumps out at me but kudos for the work so far!
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
A few things I noticed while swooping around solo:

- For the last cap point on either side, there isn't a real guard rail or even signage warning you that you can fall to your death. It even looks like you can go down there normally.

- Same kind of goes for the second to last caps on either side. There's another sort of ledge there with geometry that suggests it might be accessible, only to find yourself dead.