RED and BLU are each trying to destroy the other's half of the Babel Brick Factory. Naturally, they feel a little bomb on wheels is the best plan of attack. This is a Payload Race map, built in multiple layers around a tower.
"Naturally, they feel a little bomb on wheels is the best plan of attack." Quessin blus and reds plans is so hard... The screenshot looks nice.
Had a quick run around of your map and found a few things. 1. The map is quite small, but despite this, I found it really easy to get lost, you should really put in some more signs 2. There needs to be more ways to get up, especially up to the very top, otherwise once one team gets to the little tunnel, I'm guessing it would be next to impossible to try and stop them. 3. Some of the side paths are very far out of the way and quite hard to find 4. in payload races, it's probably better to have the enemy cross close to your base towards the end, not right at the start 5. It's quite a long way until the carts meet, maybe push them up a bit 6. Some of the stairs are a bit thin, maybe make them a bit wider and put railings on them 7. I think you should be thinking about optimisation very soon before getting to much further into the map. Almost the entire map is rendered when the player is on the tower, and add fighting and the like and some of the older systems probably won't cope with the map fully detailed Otherwise, I like where this map is going, just a few small things to fix/think about, I only ran around by myself so I have no idea about how it will play out, I'm guessing very close fighting and the possibility of a very quick runaway with no chance to catch them, otherwise, I'd enjoy to play this soon.
Woah, that is a very big height difference. And very open, I think snipers will be a bit overpowered in this map but I guess we'll see that at on a gameday.
Thanks for the feedback, red_flame. Of the points you raise, my biggest concern is #2; we'll see how it plays. The verticality of the map obviously lends itself to rocket and sticky jumping up, but access for other classes is a little less convenient. @Tyker: I'm also a little uncertain how this map will work with snipers, but given the fairly small layout, I expect snipers will not survive long. We'll see whether the sniper tower is too much of a good thing for them. Other than that, I'm concerned about spies. The area is fairly constricted, so they may not have many good spots to lurk, or much chance to avoid spammy pyros.
Must...resist...urge...to make...dick joke.. Looks interesting nonetheless. Seems like the final leg would be sniper heaven, but we'll find out soon enough.
Dick joke? :O I can't see what there is to make a dick joke about. Please, make the joke. I promise to laugh, then make whatever it is less obvious.
I guess it played quite well, only those stairs on first floor were really awkward. I don't know anything else to say :/
I has infomation you willenjoy. 1. This ledge is anti surfer 2. Is this fence here for seperation or just to slow people down? 3.Add more fences as people could easily fly off the tower to a painful doom. Overall it was fun to play other than the huntsman and rocket spam. I am kinda imagining this to be a giant bakery or giant smelter. I prefer the cake option
All the stairs in the map are way too narrow. There is only space for 1 person to walk on them instead of the 1.5 or 2 it usually is. And in the image is a spot wich was blocked by the cart but it looked like you could pass. Maybe move the fence a little so movement isn't too restricted. Apart from that, I liked the many falling points of the cart. It actually went back and forth a few times, wich is great.
A few spots like what Tyker pointed out that were too tight a squeeze. And that fire at the top. Please drop it. The spot where the cart passes the spawn...eh. It wasn't a huge problem. It didn't stall the game. But it is annoying. Up to you what you do with it.
I like plr maps. I like this plr map. What I liked as a career sniper: One thing I really liked (because I am a sniper) is the line of sight you have from just to the left of the spawn, looking into the right side of the opponents spawn What people won't like: see above... Really, i wish i got a screenie for you, but I kept getting killed. It is a semi-open position, but you can see right to spawn basically, I pulled of a few hits in a minute, and that was just 1 sniper, have multiple snipers on that point, and its an issue. Overall, nice map. Stairs need a TON of work, especially for the center (I believe I left feedback on them). Too narrow, and skinny and... ugly... But again, nice work, I enjoyed it.
Thanks for the feedback, everyone. I was pleasantly surprised how close several of the rounds were, despite a lot of fighting going on not near the cart. I agree the forward spawn exit is a little bit too close to the opposing team's track. It wasn't too bad last night, but the carts were (wrongly) going full speed uphill. If they slowed down uphill as I intended, the spot would be worse. I'll change it. The fire at the top will stay. BUT: I'll make sure it's a lot more obvious for the next version. Fr0Z3n: I know the sniper spot you mean, thank to you drawing my attention to it by headshotting me as I left spawn -- will fix. Nobody likes my stairs in the middle. That's ok, I don't like them either, but I wanted some way to get up in there. They'll also change.