Feud

potatocubed

L1: Registered
Aug 4, 2009
21
7
The thing I like least about maps like 2fort and Turbine is the way that they typically deteriorate into a grind against a single location that can be held indefinitely by one or two decent engineers. So! I designed a map with the intent of making turtling very difficult. If you find yourself blocked off one way you should always have another option to try. Aggression should get you more caps than cautious advancing.

That said, I have no idea if the map will work as intended - that's what alpha playtests are for! :thumbup1: All feedback is welcome, but I'm specifically interested in gameplay.

Incidentally, this is the first TF2 map I've ever made. I've tried to avoid noob mistakes, but I'll bet at least some have crept in.

Known Issues:
  • STILL too dark. I just get bored with spamming light entities. =/
  • The outdoor pipes have some texture problems, which I suspect is an indicator that they're just too complex. I'll fix that in a later update.
 
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PenPen

L5: Dapper Member
Apr 24, 2008
207
136
The outsides seem really open, will there be more covers planned on the grasslands?
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
I personally think that you will get a lot of stalemates.
I will test this map tomorrow.
p.s. for clean screenshots
r_drawviewmodels 0
cl_Drawhud 0

I'm sorry, I didn't do it. Recently (since a few day) I'm having masive lag (fps, not ping), so I'm reinstalling windows (I tried installing tf2 under linux, but it didnt work for me, plus I cant use hammer's 3d view)

could you upload the vmf, I might be able to help out.
 

potatocubed

L1: Registered
Aug 4, 2009
21
7
I'm away from my main computer until Monday, so any further file uploading is going to have to wait until then. Thankyou for your efforts, though.
 

martijntje

L8: Fancy Shmancy Member
Aug 2, 2009
539
334
So I tested the map

Impression:
Looks like a very decent map. Looks balanced. Very confusing at first, the halls look too much alike. Place some signs so players know where they are going.

What are the blocks behind the houses for?

Did you know that scouts with FaN can jump over the river (not taking the brigde)


Issues:
*blu respupply isnt working
if a red player noclips into the blu spawn, he can use the resupply locker, however the resuply on the top, doesnt open (you will get resupplied)
*the walls are to thin
see
[ame="http://forums.tf2maps.net/showthread.php?t=3050"]Readme 1st: Common TF2 mapping mistakes and how to fix them - TF2Maps.net Forums[/ame]
number 12
* Lightning (You already know that)
*as the round timer reaches 0:00, the round doesnt end, and the timer doesnt change anymore. (No stalemates :D)

Is this the first map you made, or is it the first map you released?
 

potatocubed

L1: Registered
Aug 4, 2009
21
7
Is this the first map you made, or is it the first map you released?

Both. I used to be quite active in the Doom and Quake mapping scenes way back when, but TF2 is a different bag of fish.

Anyways, I think for the next alpha I'm just going to rebuild the whole thing from scratch. It'll be easier than trying to adjust the existing map.

So... thicker walls, smaller open spaces, bigger closed spaces, more signs.

Any suggestions on how to avoid the spam sandwich problem?
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
From gameday, this map is way too huge, and is too open. You need to make it smaller. Currently, it's a sniper heaven out there, but aside from snipers, if you saw from the gameday, everyone went underground since the intels are there.

Spawnrooms provide us with 3 levels of exit (iirc). I don't think you need THAT many spawn exits. 2 levels of exit should be good enough.