Smokyhill

Stinkpackage

L1: Registered
Apr 1, 2009
5
1
Nice map, There was much talk of point C being too easy to defend, yet it still got capped. I'd like to play it again to really get a feel for it.

Looks great too, looking forward to beta. :)
 

Phobos

L3: Member
Feb 22, 2009
130
50
I played the map on Euro gameday and I had a blast on it. I took a look at a5:

-Making the area at A bigger is good thing. I think it was too small before.

-Red spawn is problematic:
1. It can be easily spawncamped.
2. It's very close to the cp. (although capping time on C is short, it somewhat balances the proximity of the spawn out)

cpsmokyhilla50000.jpg

It looks like you can squeeze through there, but you can't. Move the rocks closer to the wall, or, well, farther away.

cpsmokyhilla50002.jpg

This side structure has no 'purpose'. Just add a door texture in front of the stairs to logically 'connect' it with the map.

cpsmokyhilla50001.jpg

Just a suggestion: Why don't you add some props there to create an additional crouchjump route up to the cp? I think the red truck would perfectly fit there.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Unless everyone can get up to that little perch there, I'd take the small health and ammo down to the bottom floor. Soldiers/Demo's being up there is already an advantage, you don't really need to give them another. (Being able to stay up there indefinitely). The building still needs some exterior details, the inside looks great though! Can't wait for the beta :thumbup:
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
Unless everyone can get up to that little perch there, I'd take the small health and ammo down to the bottom floor. Soldiers/Demo's being up there is already an advantage, you don't really need to give them another. (Being able to stay up there indefinitely). The building still needs some exterior details, the inside looks great though! Can't wait for the beta :thumbup:

Cheers for the response, I've opened it up (the window and ledge weren't there before) and Engineers can tele-jump up there too, that's why there is health/ammo. Anyone up there can be killed by Snipers/Demomen/Soldiers easily though. So you have to weigh up the advantages of covering the point, against being killed.
 

RichT

L1: Registered
Mar 9, 2009
23
4
I really like the it, i would say take that health and ammo down but other than that its a 10/10 :D
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Ahh, good to know. I was hoping this didn't get lost in your work on a contest entry :thumbup: