2Stairs

Discussion in 'Map Factory' started by Dr. Thisispain, Apr 11, 2010.

  1. Dr. Thisispain

    Dr. Thisispain L1: Registered

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    I'll be honest, the last time I actually sat down and made a good map was Quake 2.

    It was called Stairs and was made for a CTF mod that also had King of The Hill support.

    So for better or for worse, I decided to give it a TF2 remake.

    2Stairs is a symmetrical map where two forces meet in the middle with two sets of staircases leading to a control point. Three doorways, two of them visible in an open area; one of them obscured, lead to the staircases.
     
  2. Prestige

    aa Prestige im not gay anymore

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    too open
    weird design
    skybox issues

    It actually looks semi-fun to play on a huge area with just a few props for cover....
     
  3. Dr. Thisispain

    Dr. Thisispain L1: Registered

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    Right now mostly flow is the concern, I'm planning to completely remake it once I'm sure it's fun to play.
     
  4. TheTurnip

    TheTurnip L2: Junior Member

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    I'm guessing you'll end up needing a good chunk of cover to keep it from becoming a sniperfest. Although it's small enough that you might not need it.
     
  5. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

    Messages:
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    Positive Ratings:
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    Your map is too sniper friendly. I could see enemies running towards the stairs too easily and could sniper the slower classes with ease. Perhaps another way to the middle would help and lots more cover. I realize you were going to redesign the map later on, but Blu's spawn is a bit strange (random props spaced around that provided no gameplay difference).

    Your walls aren't clipped, so a soldier or demo could easily get out of the map, and a scout can get out via this way: http://i42.tinypic.com/2lwtyr7.jpg

    You nobuild'd the spawn room, however it's possible to build a teleporter in spawn, on the bench: http://i43.tinypic.com/2lsbci0.jpg

    Also, prepend your map's title with koth_, so users who are loading can tell what gamemode it is.
     
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    Last edited: May 4, 2010