weapons_facility

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
Weapons Facility, mapped by (-TN-)Ben2 (me)

Weapons facility is an industrial themed map that takes place during night. It is single stage like badwater.

thansk to:
Ba Baracus B3 - helped when I was having trouble getting things to work, and map hosting
Rexy - forklift model
everyone at tf2maps.net
(-TN-)DWN - map hosting
I fling poo - map hosting
 
Last edited:

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
I had a runthrough it by myself and it looks like a solid start, but there is still much work to be done. With the large rocks at the beginning, I would maybe suggest turning them around so defensive spies orsoldiers can stand on top?

I would say a second spawn for blu inbetween the second and third cap would help tremendously with the really long run from cap 1 to 4.
The map feels really open, especially in the first and second stage, and a little bit cramped on the last. Try adding some more cover in the first stage.
Overall this maplooks like it could be quite fun to play if completed properly, but at the moment it is fairly shabby and dull
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Had an issue with getting points as red, where I think I get captures counted instead of kills when I killed off someone.

Blu spawn is unfortunately campable since there's only two exits, and they aren't really far apart. You can make a third exit somewhere else to mitigate that.

And yeah, the lack of items is kinda bad.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Felt very large and open at the start of the map, and by the end it was a little too narrow. The RED forward spawn should be locked after it is disabled, I was able to make my way back to it as Engineer, hide inside, and after BLU was farther down the track started setting up a sentry behind them.

Final cap needs to not necessarily be bigger, but needs more playable space. Don't just make the end area larger, add more routes into it and more space for people to move around.
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
Well it's better than the last version (save for the exploit, fix plz), but you need to make those 'barbed fences' in the future with blu's spawn room exit. Currently just having the spawn room visualizer looks weird. The rocks outside blu spawn can get people stuck if they somehow got there, and there's a broken rock over there (reposition the rocks). Also cover up the cart drop area as well in the final point.

There's also a missing texture near the final point on the high balcony. That's all I have so far.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Right. Looks like you know the floor problem so no need to bug you about that.

For such a long PL map (especially for RED team when coming from spawn) There is very little heath (or easily findable health) in the map. I think I only found a single small health kit on the entire test.

Secondly, there are quite a few gaps in the floor where players go from room to room and can see under the map. Make sure you've got the grid-lock on so these can get lined up.

Also, a lot of the red "no spawn entry" signs are visible by all team members. BLU's first spawn also has no door, so it appears that the team can leave the spawn during the round-start when they really can't.

Normally I'd show pictures with these but I think I mentioned all these things during the gameday (as they were probably also mentioned by others) so you should already know this. Just reminding ya.
 

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
New version is up and it is improved so much over the last version! Ive added a completely new section to the map it is now no longer a mini payload map, it is full size.
 

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
I would really appreciate some feedback if you guys could take a screenshot of areas that have problems or leave notes that would be great