Bedrock

Discussion in 'Map Factory' started by Jimmy, Jan 17, 2010.

  1. Jimmy

    Jimmy L7: Fancy Member

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    It is Jimmy here with his first TF2 map! It seems to play well layout - wise but I need some 6v6 testing. I would like feedback on a few things before I head onto beta:

    - Are the Utility classes (Heavy, Engie, Sniper, Spy, Pyro) Useful on this map?
    - Do I need more signs?
    - Are the spawns being camped?

    The above and all feedback welcome, please post what you say at gameday because Ill either a) forget to take notes or b) lose the notes :p
     
    Last edited: May 14, 2010
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    This played fantastically.
     
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  3. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    I really liked the way this played tonight, flowed well, neither team locked down the intel.

    One complaint I had though, was that the upper areas were just a bit too high: if you walked off the edge to the lower area you took falling damage.

    Also, this is so small that I expect it'll be quite overwhelmed in 12v12 and either be locked down or just really spammy. But you might be onto something for smaller numbers.
     
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  4. Jimmy

    Jimmy L7: Fancy Member

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    From what I saw It worked well with the teams of about 6/7 , so Its just as I thought :D Im not sure for gameday though... Ill put it on at the end and see how it goes.
     
  5. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    It felt very good, if not a little spawncampy and small. I am keeping in mind this is more aimed at 6v6 though, so who knows how it plays with smaller numbers
     
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  6. Jimmy

    Jimmy L7: Fancy Member

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    as Vfig said It works great with up to like 9v9 at most, Im gonna change a few things and have a2 out by the end of today....
     
  7. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    I don't know how this map is played in small numbers - except the comments that were posted... But ib large numbers (14 vs. 14) I got outside the spawn killed someone and then got killed - really quickly! More than one kill per turn is hard to get like that, unless you are spawncamping the enemy's spawn...
    You should do something about that!
    Anyway the map is great!
     
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  8. Smashman

    Smashman L3: Member

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    This is puny map.
    But I want to play it on Wednesday to laugh at its puny baby size.
     
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  9. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Played it again today, with a few more people per side, and it was very spammy. And we spawncamped the hell out of the blu team to get 11 caps (To their 1). After a scramble, blu pushed back a little harder, and the final score was 14 (red) to 7 (blu). I think there were no more than 2 engis on a team during this test.
     
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  10. Jimmy

    Jimmy L7: Fancy Member

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    Hmmm... This points more towards one of 2 solutions to the spawncamping,
    1. add a 3rd spawn exit at the back beside the side route
    2. move spawn to behind where it is just now to beside the intel....

    Im more for number 1 as it keeps the map suited as I want it for 6v6...
     
  11. Vilepickle

    Vilepickle L7: Fancy Member

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    any time the spawn is in front of the intel it will be camped, especially in 6v6
     
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  12. Jimmy

    Jimmy L7: Fancy Member

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    I was thinking that..... for a3 Ill think Im just gonna move the spawns back and open up those buildings.
     
  13. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    I was uncertain about how moving the spawn would affect it, but it didn't seem to be a problem in today's game.

    You do need to fix that pitch black tunnel though.
     
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  14. The Political Gamer

    aa The Political Gamer

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    Ach ze sniper lines!
    [​IMG][​IMG][​IMG][​IMG]
    Looks odd
    [​IMG]
    Too dark!
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
     
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  15. Caliostro

    Caliostro L6: Sharp Member

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    The only problems I had with this map were:

    a ) The black tunnel where you can't see jack... It's a funny gimmick, but gets old really fast. Really fast.

    b) The final approach to the flag was way too open for how close it is to the spawn, which pretty much made it hunting grounds. I only managed to get the flag when the other team was all dead/not paying attention. Needs more cover approaching IMO.

    c) Giant sightlines down the middle. From one spawn point ramp to the other's pushing it a bit eh?

    Despite that it actually played well, so... goodluck.
     
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  16. Jimmy

    Jimmy L7: Fancy Member

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    Thanks to you , Political Gamer, and VFig. You have given some great feedback.
    The sniper sightline was a result of me moving the rocks at mid, Ill gues I will move them back. The side route was something I just finished before compile and I didnt want it to be so dark. Also I can see where youre coming from cover-wise.... I think I shall add a rock or something to the middle of the yard.
     
  17. Jimmy

    Jimmy L7: Fancy Member

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    Updated to a4, with feedback taken and worked on! I know its still a tad dark in places but Im goin to redo the lighting entirley in a5, along with starting to detail. The only things I really need feedback on are the spawns....
     
  18. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Feedback after playing bedrock today:

    Make sure the flags are both on the edge of the desk. Right now they're uneven, makes it a bit easier for red.
    [​IMG]
    [​IMG]

    You can get stuck trying to go between the ramp and this rock, particularly coming from this side. Smooth this out.
    [​IMG]

    This tunnel is very, very cramped, and straight, and as a result both dangerous and annoying.
    [​IMG]

    And these lights need collisions turned off, they make the tunnel exit even narrower.
    [​IMG]

    This roof (and red side) really needs fixing. At the moment as a demo/solly, the instinct is to RJ/SJ over it. On red side you just can't, on the blu side you can at the left-hand edge. The playerclipping on both roofs is really bad right now. If you don't want the entire roof walkable, then you should significantly raise the unwalkable part to signal to players that it's inaccessible.

    Also the passage to the left felt quite cramped and unattractive to use as an exit from spawn. I always seemed to spawn with the wall inches from my face, and never knew which door I would come out, since the spawn is a simple box, and both ends look very similar.
    [​IMG]

    If you make the whole roof walkable, then you need to hang more lampshades on this area to make it obviously not accessible. The detail that's there right now doesn't do this well.
    [​IMG]

    The spawn change was overall a big improvement. Apart from the list above, I'd suggest moving the rocks by the sewer exit a little way closer to the centre of the map, so the right turn out of sewer and up the ramp feels a little easier.
     
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  19. Lancey

    aa Lancey Currently On: ?????

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    The clipping around everything was really bad. I got stuck on pretty much everything you could possibly get stuck on in this map. Some perfect examples were the sewer entrance, the lights (every light), and the desk.
     
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  20. Jimmy

    Jimmy L7: Fancy Member

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    From feedback I see its mainly some simply n00bish errors in need of fixing.... Ill get to work
    on the clipping and open up that roof... thanks once again VFig for the tons of feedback you give about my map, Ill make sure to do the same when and if Im on homefront soon....