Jimmy Nicholls
L2: Junior Member
- Feb 15, 2011
- 54
- 8
I appreciate you are trying some new stuff here but you do seem to be going about it the wrong way. I played this map and assumed it wasn't a serious venture.
I'm not saying you are a terrible mapper but this map is terrible. Quite plainly it does not work for TF2. We had a bit of a laugh jumping around it but now I know it's a port from another game some of the design choices do make sense.
That said I think given the right edits it could work. One option would be to cut out the gardens and the underground bit underneath the gardens. This map needs to be simplified. I suppose you could aim it at 32 man servers, but usually the best thing is to aim for something that works for 6v6 to 12v12. That way you know your map will work when the server isn't completely full.
If you were serious about making an A/D map my advice would be to bin this and start from scratch. It would be less work to redesign from scratch than pull this one into a workable A/D map.
I'm not saying you are a terrible mapper but this map is terrible. Quite plainly it does not work for TF2. We had a bit of a laugh jumping around it but now I know it's a port from another game some of the design choices do make sense.
That said I think given the right edits it could work. One option would be to cut out the gardens and the underground bit underneath the gardens. This map needs to be simplified. I suppose you could aim it at 32 man servers, but usually the best thing is to aim for something that works for 6v6 to 12v12. That way you know your map will work when the server isn't completely full.
If you were serious about making an A/D map my advice would be to bin this and start from scratch. It would be less work to redesign from scratch than pull this one into a workable A/D map.