muffin, i'm not sure if it's significant or not, but you've left of the "_1" from my map's name in the list.
map/mapper
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feedback
supersandvich:| i like the flowy feel of the map. i dislike that the players start so far from the cart (cart not near players at start = players forget to push it). there's definetly a couple of sniper spots that i think are a lil too strong, especially as you approach the cap area. the ramp feels a lil odd without a rollback, but it mightbe too hard to cap if it was (it'd be quite a long rollback to be that close to a spawnroom). also: please don't have spawn room doors that are 1-way. it's very frustrating coming out of the lower door, finding lots of enemies nearby and being unable to retreat. despite all my complaints though, i still like this map. and when the gameplay is around the middle parts, it's just a lot of fun
fubarfx:| what can i say, i'm a sucker for gimmicks, and this map has 2. gameplay is a lil different, but i don't think it's too confusing (when in doubt just stand by the cart). gimmicks aside, the map also looks asthetically pleasing.
update:
on further playing the map remains fun for me, but the team that 1st gets to the cart is generally the winner because it's too hard for the other team to push the cart back past the enemy spawn room.
loc_n_lol:| brilliant concept here. i like how you've managed to squish what is effectively 2 stages into a single round. what i don't like is the narrow bridge. as the carts have to backtrack anyway, i'd suggest avoiding them sharing track. use a crossover if you have to in order to route the carts, but the narrow bridge is a death trap. i managed to get a quadruple backstab there once, and several triple backstabs. the long rollback on the bridge is also excessive in terms of fairness. suggestion: double the bridge width,let the carts travel side by side across it, perhaps put a crossover on the middle of it (but make it like the pipeline style rather than what you currently have), if you have to.
sergis:| nice simple mechanic that shakes up the koth gameplay. i like how it allows attacking engineers the chance to set up a lvl3 sentry and wait for the cap point to come to the sentry. cap changes hands alot, and there's good flanking going on. one down side that can't really be helped is that the moving CP necessitatesa long linear sightline, giving snipers a temporary really strong sniper location (till the train moves there). one thing i dislike is the big canyon. it feels like a deathpit when you fall in but isn't. i'd say remove the canyon entirely or make it WAY shallower.
update:
after playing it again, i still feel the same way as beore: deathpits do not improve the gameplay here. i'm still considering this map as a top 10 though because it's very enjoyable|
frozen:|enjoyable. but feels a lil crampedin places. small size makes it too easy for red to push back. esp on stage 3. i'd suggest making intermediate between points areas slightly larger, and maybe increase the size (slightly) of the areas immediately after the intermediate areas so that blu doesn't get to come out quite so close to the point when they commit to an attack.
leswordfish:| i love the thematic choices, and the gameplay is fun. pyros on the corners above the cliffs are a lil too strong because they can airblast people off in one puff. this could be fixed by putting some geometry on the side to catch people being blasted. there's perhaps an issue of spawncamping, but not a major one. also, consider replacing the pond at the end with a bottomless pit, i think it'd be more appropriate.
leminnes:| a decent map. looks pretty good, plays pretty good. not too sure about the metally barn blitz textures on the lower half of the blue spawn though.
ravidge: |asthetics: top notch. the final point i feel is too long to walk to, especially with red having some very sniper friendly battlements. overall kinda fun, but i think i woulda prefered it to be not medieval mode. also one of red's final spawns sticks you in the ground
ravage:| hate how leaving spawn almost always makes you enter the adjacent spawn. otherwise it plays alright and has nice paths. even though i typically dislike 5cp maps i actually enjoyed this one. oh also, your cubemaps are pure white, what's up with that?
omnomnick:| nice central area. nice height options. nice map over all. the open area in front of the spawn rooms leads to spawn camping. i think i saw one team get locked down for a little while at one point. need to play this more, it might make my top-ten selection pending how often/easily the spawn rooms get camped
update:
playing some more seems to show that a complete lock down isn't quite as easy as it 1st appears, and gameplay will oscillate back and forth across the map. pretty good overall. considering you as one of my top-ten still |
map/mapper
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feedback
anova:|not bad from what i've played of it. one niggle though so far: the water is pointless at the point. hardly visible and very shallow. may as well remove it. need to play this more (i.e. at least 2 full rounds of it) to pass proper judgement.
update:
seems ok after playing some more. it feels hard to hold the point though. also the spawn areas seem like they could be campable too|
vincent:| massive sightlines for snipers. texturing/detailing seemed alright. the central area feels a little messy in terms of connectivity. the point is open and sits very close to the spawn, making it hard to capture. it did feel a little odd playing TC style gameplay across a single round, but not entirely in a bad way.
upate:
get a lot of steam roll potential and sneaky caps in early game or lotsa stalmating. also, respawn time is too long relative to cap time|
karmapolice:|very foggy at low distances. lower spawn exit door blocks upper exit door when it's open. map is overscaled. by the time i get to the 2nd point it feels like it's the middle point|
randdalf:|no cubemaps. ammo locker doesn't work. last stretch of track very easy to defend. red can't cap, instead cart just sits on point. death pit is unneccessary. map is also quite small... or maybe it just feels like that because of how close the spawn/cap of each team is to the other team's spawn/cap|
sniprpenguin:|map needs a lot more signage (both in map and on hud). the point layout should be like on gravelpit in the hud. cap time too fast on 1st 3 points. last point feels more like a 5cp finalpoint due to proximity to spawn room. it's just too red friendly on the last point. compare this to gravelpit or furnace, they should demonstrate better final points than yours for this type of gameplay. oh also did i mention that the ABC points cap too fast?|
mangy:|feels long and claustrophobic. the paths are all pretty narrow too. overall i didn't like the gameplay of the map, but the gamemode has promise|
languid:| too dark, i found myself occasionally walking off edges because i couldn't see where the ground ended. also breaks after 1 round has been played|
grimtuesday:| nice ideas. many bugs, misaligned brushes lead to leaks, leads to no bounce lighting. love how can see the doomsday machine of stage3 from stage2|
clayton:| the map is too long, areas are too dark. feels like there's no bounce lighting. do like that you've put water in the map. tf2 doesn't have enough maps using water|
hanz:| not really a fan of 5cp maps because the tendency to stale at 4th and 5th points, however as 5cp goes it seems pretty balanced out. need to play it again when i'm not so tired.
update:
hdr = ouch on white snow (dunno why i didn't notice this last time i played this). it's painfully bright and i'm still not enjoying it, but it does seem balanced (classes and teams)
grazr:| lighting is a lil low in places. balance seems alright, though i'm still not 100% sure on the layout (i don't find i'm getting lost when i play but when i stop to think about the map, i can't really work out the layout in my mind at all). need's playerclipping around the support beams in the spawn room. cap point itself feels risky to stand on. it's small so not a lot of room to manoeuvre, and it's fairly open in that it's hard to clear out the nearby area of the other team to allow it to be safely capped|
wilson:|long map is loooooooong. (actually this seems to be a trend in this contest, all the ctfs seem overly long as far as i can recall). at least one of the paths out of the team bases from spawn seems pointless because it just connects back up again. also the roof in spawn feels a lil low|
thekieranator:|dark, kinda simple, not enough metal. favours jumperable classes. also, you can kill people before the round starts as a demoman it would seem (consider investing in doors during start up time)|
ezekel:|
nope.avi
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ritz:|if you want such a vertical building to house the point you need vertical structures around the map to support the gameplay, otherwise it's too easy to lock down the point once you setup on it. the lift is a good idea, but it can be a deathtrap if there's a soldier in the gaps above it. spawn doors needed, also the proximity to enemy spawn is waaaaaaay too close, instead put the spawns on opposite sides of the cap building. too easy to set up sentrys or stickybomb traps as you know where people are going to be attacking from. finally, for every floor of the cap building, you need to allow players to be able to reach the next floor from 2 sides at once (opposite sides), to prevent people being able to predict what direction they'll be attacked from when they're higher up|
vince:| has an interesting mid. the bases aren't as good thouhg. almost feels turbiney? also the water route seems unnecessary. also people can jump out of the map|
prestige:| ... i'm a sucker for gimmicks like i said. i wasn't too sure about this map at 1st, but "timehasbeenadded-timehasbeenadded-timehasbeenadded" and "ov-ov-ov-ov-ov-ov-overtime" made it impossible for me to dislike it. on a more serious note: gameplay is a little lacking. most of the time the action was on the basketball court. i think you need to improve the connectivity between the 2 points, maybe signage the existing connectivity a bit better, and perhaps make the points a little more similar in layout. as it stands the b-ball court point has a lot of open ground, with height advantage on either sides, whilst the other point is more enclosed. as a result i think people gravitate to the b-ball court because open space is usually more attractive to a person, plus it lets you see the other team a little sooner so you know you're going the right way. of course i might be wrong in my analysis here. i can't quite remember the access routes to the points from the spawns, perhaps the b-ball court just has a friendly access path
trotim:| nice idea. execution needs work. you need to add ABC sub icons to the hud so it's clear which CP is open. also to prevent stalemate, consider making a point relock if it doesn't get captured after too long and unlocking a different point instead. finally, have more points on the map than could be captured in a single round (think about 6 cps, and 1st to 3 caps wins), otherwise it becomes too easy for engies to set up on the final point before it unlocks. (also with only 3 points, after the 1st is capped there's not enough options available for the random selection mechanic to truly shine).
leftism:|boring/poor displacement work, gameplay is kinda fun though, nice height variation around the point. though can be annoying if you're up there and your target is hiding directly under you. cave path isn't clear enough and seems to be ignored. being able to plant sentries on the concrete block just where the teams enter the mid area is too strong i think|
tomheon:|props are not always placed appropriately (i.e. inside brushes, or doorways with frames that are too narrow). 1st point is hard to get on to cos of the steep displacement. however there is some interesting brush geometry going on.|
dabeatzproject: |there's a lack of cubemaps i think. i came across one path that was playerclipped off when it clearly wasn't supposed to be. other than that though, gameplay was pretty fun, and balanced. one other thing though: i'm not a fan of the horizontal respawnvisualiser. it's just odd, but more than that, that could easily turn into a pipe bomb spam access point for an enemy demoman wanting to spawn camp.|
YM:| detailing looks alright. gameplay feels a lil stale i think. it might be better in the completed version, but during tests i found it to be a lil dry. in particular i disliked the long straight inside the building, and the corner directly after that interior area was really difficult to push beyond. the barriers around the track seem like an interesting/novel idea, not really sure how much they add to gameplay though, since it's giving blue more cover, but also squishing them into a tighter space. need to play it some more.
update:
after playing again, i still standby what i've said. sorry. blue gets squished too much, and there's a terribly hard corner to push past immediately after a fairly straight part. that corner is hard because the flank around it is only accessible from a position that exposes you to the enemy to access, and 2ndarily i think the fact that blue are trying to turn right here instead of left has a slight effect due to the rockets/pipes firing from the right of the character. for such a small map, teleporters shouldn't be compulsory, despite your feelings that they should be. also, speaking from experience (i've made a lot of maps which just don't work and get frustrated because players weren't doing what to me seemed the obvious thing to do), if you felt you had to go engie and build the teleporters that you believed blue needed in order to be successful, then more often than not there's an issue with the layout/gameplay, not the players.|
zhan:|mostly good. don't like how we get height advantage just before capping over the enemy spawn room. also train should be more frequent (typically we were noly seeing it once per round, if that)|
ayesdyef:|going across the bridge and the lava bridge after the 1stpoint is very hard. red ammo locker does not work. could do with more health pick ups. blue spawn to the last areas is very long|
psy:| overall, it's the hydro theme without the dam. feels a lil bit generic to me astheticaly. gameplay, not too bad i suppose, but as a spy i was having a hard time traversing the map, and a hard time pulling off backstabs due to the openness around the centre. i think i was a lil harsh in my feelings for this map because it was the last in a string of KOTHs that i was playing, so i need to play it some more.
update
after playing some more, i'm sorry, i'm still not feeling this map. but i did discover a doorway in the sniper tower that has a playerclip in it's way. one other thing, the texture scale on the water seems a lil too high, make it a bit smaller perhaps, and maybe a lil deeper. it's teasing people with it's lack of being able to extinguish burning players|
littleedge:| make this an arena and it'd play better. if the ammo lockers were present it -might- have made an ok koth, but it doesn't really feel like a koth. couple of long sightlines but nothing game breaking. one thing that i really disliked was the raised platform for the 2nd spawn exit that was just too high to jump to (i can't remember if it was crouch jumpable), that you spawn right next to. - maybe extend the spawn room backwards more so you have room for a staircase that that is facing the players.|
REEJ:|too dark inside the cap building. medieval mode props used (e.g. locker) but not medieval mode. no cubemaps. sewer has fire particles, but no light entities. broken areaportals in the cave. too dark in the cave and the sewer (i.e. no lights). despite all this though, the map looks pretty interesting. i like the theme. just work on the gameplay and lighting more.
bockagon:| red is at a disadvantage from get go. the map has a fair amount chokey'ness. red can hold last point too easily cos no flanks and long sightline along bridge.