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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Alright, this map has been in TWO gamedays in the past week and I've only gotten 3 feedback things from TF2M along with the demos. I've yet to look at the most recent demo from today, but I'm going to be working on the map for the next few days and it'll be your last chance to get in comments before things get serious.

I got some pretty terrible feedback from the HH server test and I'm not sure whether or not to take it serious as no one here has said anything really bad about the map.

So, last chance, guys, before this map gets crazy.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
I got some pretty terrible feedback from the HH server test and I'm not sure whether or not to take it serious as no one here has said anything really bad about the map.
I'd say that's more of a sign that the feedback here shouldn't be taken seriously. Your map has serious problems.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
yeah that probably sounds silly :p
I was too harsh there.

My point was that it's important you don't disregard feedback even when it's critical, or you won't be able to improve your map.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
yeah that probably sounds silly :p
I was too harsh there.

My point was that it's important you don't disregard feedback even when it's critical, or you won't be able to improve your map.

Sorry, when I said terrible, I was referring to the nature of the feedback. Nothing you guys had to say about the map was good/positive. Should have made that more clear.

Anyway, copypastaing my post on the HH forum:


AirborneYAK wrote:
cp_activate
IMO simply too small a map to accommodate 24 players.

BrokenTripod wrote:
I think you've nailed the problem on the head. All the other servers I've run it on say it's fine, but I just noticed that they usually don't have all 24 people playing simultaneously. People are running around staring at the ceiling and wondering what places I haven't clipped yet.

I think this is the only server that's had a true 12v12 without any AFK or otherwise missing players.

ALSO, someone said the medic's amputator was overpowered on my map.

Obviously, I picked the WRONG time to test it, as I was definitely not aware of the 20+ new weapons they would add, and I feel this has some to do with the bad reviews. I noticed a ton of you guys were running around with the new weapons.

So I blame everyone for the failure of this map.

Definitely making it larger right now to accommodate 24 players and I'm considering utilizing the other train as a battlements for CP1 AND as a main passageway to CP2. It'll definitely need more testing.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
Just wanted to go over some of the things we talked about. (I'll put pics up later tonight ended up at a friends house but I will hijack his comp to take them later)
Re think some of the hp-ammo spots on the map with who you want to be able to see them in mind.
The first cp needs non transparent glass.
The first cp's tower looks kinda funny, think about changing the structure around.
From the play test it seems like red could only defend 1st with a SG, nerf the SG spot and have red enter from a more tactical position ( high and behind the point)
We talked about 2nd in depth but it seemed to have turned out quite defendable, however it seemed like it was just red killing from where they were without blue going very far from their exits ( this is just what I'm thinking happened, look at the demo for confirmation)
I still would like to see 2nd put in a bigger area with some displacement work, but that's all up to what you feel like doing.
Typed on my iPod, blame spelling seeks on autocorre
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
I don't know why you would ever leave feedback on your ipod, but thanks!

The map may or may not be tested tomorrow at the Cafe, so I'll probably start changing everything on Wednesday. I've got a long list of ways to make it larger without making the walk times too long.