Not a Krusty Krab
- Oct 15, 2014
You missed quite a lot of clip brushes, I can access practically everywhere within the Skybox. Fix this before releasing the map for TF2Maps testing.
Your pack placement is strange, there's a medium health pack hidden in a corner to the right of the Shutter doors at Mid. Going to grab this pack would leave me at the mercy of a dead end, and most players will miss it as they come out of the Shutters. Medium ammo packs in close proximity to the point means that defenders can stick quite close to it all game, without any retreating or overextending required to re-up on ammo. ( Viaduct also places medium ammo close to the point, however defenders still have to retreat into a spot where they have no view of the point to collect it )
Those props ( FURNACES???? ) at Mid that you can hide inside have some lighting bug, I'm no expert on the topic, but their interiors appear pitch black, while players inside are still fully illuminated. They're also just a bit useless, once you're inside you have to jump over the lip to escape, and once you're inside you're a sitting duck. Generally, if an area puts you at a huge disadvantage, it should also give you at least somewhat of an advantage ( for example, Gravelpit's B roof, you're fully visible from all angles, but you're also able to shoot down upon the point from highground )
Those awkward fences along the decks that look across Mid should be replaced with normal railings. That way players can jump out over the railings from the decks and are able to shoot through ALL of the prop, rather than only through select parts of it, which is naturally quite confusing to players familiar with handrails.
There is a lot of space pre-Mid that you can't actually fire at or have leverage over Mid from, populated fully with packs and little houses. You want fights to happen around the point, so Yards like this that don't help you stage a push will only push back fighting and slow down attacking teams.
Looking forward to playing the map, until it is tested, this is all I have to say.
Hi there! I made a small review video of your map hope you enjoy it
@lucrative can you elaborate further on what you mean by "needing something to land on" when high bombing? I'm not sure I understand what you mean. Wouldn't a high bomb mean that you're either trying to make space or sack for their medic? In either case, wouldn't landing on one of the rock clusters be ideal becasue of the slight height advantage and less fall damage? And if you take a bomb super duper high then you are probably going for a high risk play already?
I was thinking about putting something over mid that you can't jump over to prevent really nutty bombs, like how viaduct has that overpass. Maybe in context of my map it'll just be a unwalkable rope bridge or something?
In high level competitive soldiers are usually the weakest class overall, generally they have to be very aggressive to allow their team to do anything and generally they are going to want some sort of height advantage to land on so they don't just die instantly. usually those types of smaller heights (but still relatively safe) need to be more involved with the general fighting arena, or else your soldiers just die and there isn't much else for them to do.
Completely redid layout. Only original piece is the stump at this point
- Moved spawn more centrally
- Added a building where the waterfall was
- Refactored the mid building to have more cover going into the high ground
- Moved some rocks
- Fixed skybox
Thats what i did yup yup yup
- Cut the flank buildings to force players to walk through the cap area
- Removed lower cave
- Added cave and bridge to cap point
- Moved some rocks around
- Raise ground near cap