- Feb 26, 2008
- 1,626
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Looks extraordinarily confined. Stop thinking in terms of bases and instead in terms of spaces: http://www.nodraw.net/2010/01/architecture-and-emergence/
It does its just set to RED. >.> Most people will changes classes in the outer spawn parts and they are set to BLU. So I will fix it in a6.Blue doesn't have a func_respawnroom in the new spawn area.
SurviX said:Ctf_assembly looked a lot ctf_well, but it just was too big. Having so many areas/rooms to go. Removing lower floor would be great but then again it would be a bit too much ctf_well. For now it would work easily as a pub map, but for compititive it needs to fix(mainly making it smaller and adding something which makes it different than ctf_well).
Luxa said:ctf_assembly_a5
- map is really big, it would do good as a public map, but its too big (imo) for competative play at least ctf play, map would be better suited for a cp playstyle.
- control room is good, but could use some strairs to make it easiere for defending party
- map feels too familiar, a little bit more originality would be good, feels like a map that has copied elements from all other maps
- good placing of doors, stairs and hp/ammo packs
SCN said:I agree with luxa, uh, yeh, that is all ;p
Lil Bastard said:assembly would be a good pub map with more players (bcuz of the multiple routes and the space)
Hero said:
- Waaaay to big, it would do better as a 16v16 map then as a 6v6
- The middle part favors sollys and demos heavyly, why lower the trains if a nonfan scout still can't get up pn them??
- Add stairs so that some1 defing the intel can get back up (takes as long as on 2fort if you fall down, unless you are a solly/demo)
- The middle is just a worse version of ctf_well
- Cool comandcenter where the intal was
The Political Gamer: Jindo would removing the hole basecment fix the size problems?
-kJ- Axeassin Jindo: i know someone said that it would pretty much be identical to ctf_well if that part was removed
The Political Gamer: so the upper mid
-kJ- Axeassin Jindo: perhaps there's a better way you could have the basement? rather than 2 staircases on either side of the centre track, perhaps have doors from the basement leading to those lower levels outside the bases?
-kJ- Axeassin Jindo: (i'd probably need to draw it up for that to make sense)
-kJ- Axeassin Jindo: i'll try tomorrow when i have time and am able to take screenshots etc
-kJ- Axeassin Jindo: http://forums.tf2maps.net/geek/gars/images/3/8/7/6/hl2_2010-01-16_18-24-43-03.jpg where the bridge is, down there you have some doors, you could probably have a large door in the centre (directly below the bridge) which goes straight to the basement?
-kJ- Axeassin Jindo: that would probably solve part of the "too many flanks" issue
The Political Gamer: so just a strait shot?
The Political Gamer: and that "should"
The Political Gamer: fix the size problems?
-kJ- Axeassin Jindo: it would solve it to some extent yes
-kJ- Axeassin Jindo: as well as removing some flanks
-kJ- Axeassin Jindo: (a lot of people used the staircases to avoid the enemy when they had the intel)
The Political Gamer: in the basement?
-kJ- Axeassin Jindo: yep, they'd sort of wind around the staircases leading in to the basement
-kJ- Axeassin Jindo: running down and up them (as scouts), made it annoying to get them D:
-kJ- Axeassin Jindo: but with doorways instead of the those staircases, you now have 1 way to get in and out of the basement (similar to 2fort) plus that's less flanks which should be better for the 6v6 audience
-kJ- Axeassin Jindo: i'll draw up some diagrams/plots and stuff tomorrow, it really sucks that the demo didn't record because you probably would have seen a lot of what im talking about from that
-kJ- Axeassin Jindo: what basically happened with us was that the entire 12 players were almost spread out across the entire map ;P
The Political Gamer: I will put this and tomarrows feedback in A8
-kJ- Axeassin Jindo: occasionally encountered the person with the intel, but not enough
-kJ- Axeassin Jindo: alrighty
-kJ- Axeassin Jindo: i'll also speak with some of the people who tested the map, they'll have better ideas than me
-kJ- Axeassin Jindo: (although they might be quite big changes, the other testers are way pickier than me with competitive maps D
-kJ- Axeassin Jindo: i'll also upload the latest version of your map tomorrow and get people to explore it, they'll probably be able to come up with more up to date changes based on that then
The Political Gamer: oh and how were the senties?
-kJ- Axeassin Jindo: we didn't have any problems with sentries
The Political Gamer: good
-kJ- Axeassin Jindo: partly because there was only two engineers through out the entire game, and whenever we found one they were JUST building it (we took it down before it went up)
-kJ- Axeassin Jindo: sentries are always a problem in new maps, they're actually easy to get rid of it's because people aren't used to the map layout that they don't really know how to approach it
-kJ- Axeassin Jindo: but then as people play the map more they find more ways to get rid of the sentry