The buff system sounds like it rewards teamplay and punishes lone offensive action. Which would be great, if TF2 wasn't already designed with that in mind. But yeah, more details please.
Then why bother mapping for TF2?
Why does this not have like 25 thanks
Also friagram is obviously not going to change anything about this map, so might as well stop posting.
Here's some feedback that pretty much everyone here agrees on: textures are too grainy and in general don't fit in TF2, and the gameplay is like the current weapon system in TF2: just add more crap instead of fixing the broken things.
Gameplay wise on full servers you will have an issue with stalemates, more so than 2Fort does. When you have a spawn exit right next to the capture area (along with full Ammo and an alcove ... It is an engineers dream), that will be a sentry magnet, you will probably see 2-3 sentries there if this was tested. These sentry spots are even worse than 2forts (this includes the back stairs to the tunnels where there is a little alcove with a med health, that will be a sentry/teleport magnet too.
Also, you have no good flank routes. You have 3 entry ways into the cathedral, they instantly all go to a choke point then to a branch which goes back into the main area that will be a sentry hive (see above)
Finally, you have the flags down inside a little tunnel of sorts. This means that the flag capper needs to go forward, get the flag and then do a complete 180 and come back where (s)he came from. It is a commonly overlooked thing. This is worse than what 2Fort does, where they make you turn ~150 degrees or so to go out the second exit (which you don't even have) ... Double cross does this best by allowing the capper to run in and out without barely turning.
Now for artstyle: this is a TF2 Map, not a quake map. I personally hate the quake textures inherently (I like the tourney plan color ones they use). Quake artstyle is dark, gritty, grungey, blood-all-over-the-walls, make you feel uncomfortable, realistic style.... Where as My little pony is the Polar (pony?) opposite of this... Pastel colors, flat color, happy, magical, pretty, cutie, make-you-go-awwwwwwwwww, style. Mixing the two together is absolutely wrong. If anything, the MLP:FiM is closer to TF2 artstyle than quake is.
I did download it, I did run through it. I know what I'm talking about, I didn't need to test it with people to see the extremely obvious flaws.
And for the bonus system, You're just adding a confusing mechanic without understanding what happens when you shift gameplay, and add these types of things willy-nilly. 1) You need to somehow show players that they need to get the neutral flag for a powerup. You won't be at everytest, so you can't tell people about it. ALSO 2) CTF itself is an easy mechanic, but to make a fun CTF map, you need to really understand what happens in the game, and how it flows. You do not show this understanding.
Now, if you would like to make a fun map, listen to our feedback. We are giving it to you, you just need to get off your arm chair, put out your pipe and listen and understand that we know more than you about this... Besides, smoking is bad for you.
It does tell you about it if you bother to read the game info @ the start, though i suppose you just pressed OK like 99% of tf2players
It does tell you about it if you bother to read the game info @ the start, though i suppose you just pressed OK like 99% of tf2players
as for the textures... Some of this can be fixed with lighting
Hahahahahaha. That isn't going to fix the terrible quake textures. Have you set the scale to .7, like someone mentioned you should.
Actually even then they'd still look bad.
If I wanted tf2 lookalike map and gameplay, I would have included that in the design.
Then why are you here?
...Honestly I don't understand what all the complaint about the textures is, sure there are some that need work, and they can be mended, but again, it's supposed to have the nostalgic look of a specific type of game. If I wanted tf2 lookalike map and gameplay, I would have included that in the design.
Porting maps 101: creating an exact replica of an environment from one game, in another, will not result in good gameplay. The the gameplay mechanics will often be completely different. Halo isn't a class based game, it has weapon pickups and vehicles. TF2 has a 1.5x scale ratio, damage falloff and medics.
Porting a map requires compromise. This is why badlands is infinitely better gameplay wise than dustbowl or 2fort. Dustbowl and 2fort are near faithful replica's and both have terrible balance issues.
Secondly, if you're going to port a map into TF2 and ignore the art style what's the point in porting it to TF2 at all.
Setting the scale higher makes it look even more pixelated
.7 = 70%
1 = 100%
2 = 200%
I know, math can be difficult.
Default is .25 in source.
And again, I stated that this would cause tiling issues, and textures such as skull doorways and textures which have non tiling textures can't simply be scaled in such a manner. And no, you can't just "blow them up in photoshop" - no manner of filters will fix them. Honestly I don't understand what all the complaint about the textures is, sure there are some that need work, and they can be mended, but again, it's supposed to have the nostalgic look of a specific type of game. If I wanted tf2 lookalike map and gameplay, I would have included that in the design.
You MIGHT be able to get away with that in GameBanana, but not here. Here we strive to make Valve-quality maps, and most of the maps that make it official HAVE, in fact, come from this forum. Most of the original maps you see in competitive servers can also trace their roots back to here as well.
Don't brush us off as a bunch of dumbasses trying to insult your map. We're telling you that this isn't what the site is about (striving towards a Valve-like quality of TF2 maps). Even if it's your first map, having it LOOK like TF2 is a HUGE step.
We're here to help you improve your maps that were designed for TF2 (or, if they were inspired or designed for another game, as my first map was, help you improve a map with TF2's artstyle and tweaks to compensate for TF2's gameplay, and even then it's iffy). If you just want to get your map exposure, go to Gamebanana, You are, quite frankly, not wanted here. But if you're serious about mapping for TF2 and NOT Quake or whatever, stay, shape up, quit being such an arrogant prick, and make your maps at least LOOK like they were meant for TF2.
I apologize if I sound harsh, but you have not listened to us after 4 pages and it's evident that playing coy and being nice won't get it through your thick skull. An attitude isn't going to help your cause, either.