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PL Sincholagua a12

LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
217
Algodones - Join your favourite coloured team of mercenary murderers in fight to blow up water supply!

Join BLU in fight to contaminate water supply for biggest gravel purification compound near Algodones, CA, or team up under Redmond's orders to protect the facility!
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Lain

lobotomy success story
aa
Jan 8, 2015
723
757
flaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
(Kind of a necrobump but Rayere asked me for pointers and I figured this was the best place to put it all)

I think you've got some good foundations of a map and you've totally got potential to get this to at least late beta, but the main issue that everyone's having is that the layout is too confusing and unintuitive. I flew around in spec to grab some screenshots and give my thoughts on how you could improve things...

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There are two rather large sewer tunnels in your map, both of which can be completely bypassed without any trouble, and I felt that they weren't really being of much use to either attackers or defenders. Not only that but (as anyone who's ever played on 2fort before) fighting in narrow, enclosed tunnels is no fun, especially if you encounter an explosive class or a pyro. So my recommendation is to just remove them. Also make the sloped wall in the ditch less steep so players can walk up and down it, that way the ditch can be used as a hidey-hole for spies, medics and engineer teleporters. (Also, re: the one with the grate over it, that whole area is really dark and is in dire need of some lighting love)

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Can't remember ever seeing this door in action, but I might've just been in the wrong place at the wrong time. Nevertheless, when it's not being used, I recommend you give it the "no entry" skin to mark that that's not the right way to be going. (Make sure you do this for all doors that aren't currently being used)

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You have a route (not pictured) leading up to the catwalk on the left, but it's really easy to miss. It's also kind of awkward to navigate 'cos it's really dark and narrow. Here's an expertly-drawn visualisation of what you could do instead:
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(Also remove the aforementioned staircase, and also the shutter door 'cos they make spamming defending sentries harder, and I assume you wanted that to be easier)

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Another idea I had to make the third point easier to attack - another route from the small upper building that's very reminiscent of that elevated building from Badwater. (You'd also need to remove the fence, obviously, plus you'd need to add cover so it can't be easily shut down by snipers)

Other minor things:
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I think it'd really help if the large spawndoor and the window swapped places, so that people leaving spawn are naturally directed toward the objective. (Perhaps move the resupply locker over too so it's not too close to the spawn exit)

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Push the whole red building back a bit, cos right now it's a bit cramped. It's also really quite dark.

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This ought to be closed so people defending last don't fall in by mistake. Have it open once the cart gets close to it.

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This spawn exit in RED's last sends RED players behind the cart, which you should try to avoid (though it's an easy mistake to make, I've done it in the past :~) ). Honestly I'd just remove it, since RED already has enough spawn exits.

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Open up a couple more of these windows perhaps? (Also I'm not sure why the upper-left corner of the left-most window is open, it's too tall for people to shoot out of and too small for spammy classes to effectively shoot into)
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
In addition to what Muddy said, I feel like this entire area is largely pointless. My only incentive to use the left part of the map is so I can access the healthkit and ammopack, but that seems like an awful lot of space for such a small thing.

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