Climb

Discussion in 'Map Factory' started by nik, Jul 15, 2010.

  1. nik

    nik L12: Fabulous Member

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    This is my remake of this map. It uses the same name, and I used the layout as an inspiration, but it's totally different. Anyways, tell me what you think, and leave some suggestions for the next stage!


    Special thanks
    ------------------

    Stink Horse
    TF2M Testers

    Void (Skybox)
     
    Last edited: Sep 18, 2010
  2. FiLi

    FiLi L4: Comfortable Member

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    It seems like all the latest payload maps have something in common, but I can't quite figure out what...
     
  3. nik

    nik L12: Fabulous Member

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    I know what you're thinking, but stop there. Read the post, I'm redoing a map with this theme that I started before upward was released.
     
  4. Ninjilla

    Ninjilla L7: Fancy Member

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    In that last pic, the stretch of track seems a little long, maybe have it bend around a rock or something, offer some cover and track variation?
     
  5. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    /\
    |
    agreed
    Most of the map looks great, the last pic doesn't, but I think it can be easily changed... Good luck with the map!
     
  6. Prestige

    aa Prestige im not gay anymore

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    it looked pretty good on the 4v4 we had, but their didnt seem to be any major sentry spots (need larger test).

    only major complaint was the last point. it really wasn't wide or big enough. blue could easily push it and win. it wasnt a major choke. that door to the right (with the half trigger) was just used to spawn camp. only 1 spawn exit for red (putting one on the other side might fix a few things). would just say to scrap it and start over.... but thats just me.

    also, blu's forward spawn was easily spawn camped (need larger test).
     
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  7. Fireman

    Fireman L4: Comfortable Member

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    Second point is still a pushover. There's not really any good defensive positions for red to set up in, every game I've played blu has just rolled right through that area.
     
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  8. Exist

    Exist L6: Sharp Member

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    Every test I played of this map had something broken in it. Whether it was a broken payload or red getting into blu's spawn. But, the map was still real fun to play, I always felt engaged in the fight to push the cart up that hill...
     
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  9. Rikka

    Rikka L5: Dapper Member

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    The first two points are too much of a roll for blu. When you consider how poorly balanced the teams were in the test tonight and how the weaker one still rolled through with ease, their is a problem.

    The third point with the two uphill paths is rather boring. Aside from flanking using the left path, the only option is to try and muscle straight up the hill.
     
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  10. Time

    Time L1: Registered

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  11. Jack Riguel

    Jack Riguel L10: Glamorous Member

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    Pretty much there needs to be more defensive positions all-around, especially on the last point. Also I'd suggest making a forward spawn for RED till cap A.

    Also don't forget to change out BLU spawn with assault-style doors, it would make all the difference in the starting moments of the map.
     
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  12. nik

    nik L12: Fabulous Member

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    I'm actually in the progress of redoing the map after the first cap, so it will completely different! I've already done the gates for blu's spawn so that's done. I'm also going to add a stage 2 (maybe) in the next version.
     
  13. Mr.Late

    Mr.Late L7: Fancy Member

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    [1] IMO this side route is overkill

    [2] It is easy to spam there, fully blocking red movement

    [3] I don't know if you want ppl to be able to jump up here

    [4] Those metal walls look UGLY

    It was nice, but maybe too hard to defend. But with some tweaks it will be okay! :D
     
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  14. nik

    nik L12: Fabulous Member

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    Totally didn't see this post, I guess I wasn't near a computer to check. Thanks for the feedback!
     
  15. absurdistof

    aa absurdistof

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    From the test, I shall say this.

    1) You have way, way too many sideroutes

    But the bigger picture still stands. Typical payload maps alternate between fast sections and chokes for the attackers. Badwater is an excellent example. In terms of chokes and fast sections it goes fast - choke - fast - choke - choke (to cp1 - cp 2 - to cp3 - cp4). Control chokepoints by streaming all routes into one major area. Keep in mind that typical payload chokepoints are actually pretty large in playable area (again, badwater cp2 and 4, goldrush, look at most final CPs), and any fast sections in the map are typically thinner. I think it's essential to allow for multiple chokes in your map as right now it's pretty much a steamroll to the final cap.
     
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  16. Prestige

    aa Prestige im not gay anymore

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    It was fairly defense friendly i thought - not too defendable though. The areas were really tight and spammy. red's last spawn is insanely spammy and hard to get out of. two tight corridors. bug me for more thorough feedback later.
     
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  17. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Why am I able to get up here?
    This door can get stuck in you when it closes, for whatever reason.

    Overall, good map, but a bit spammy. Before the last point, either BLU can't push forward because RED has a huge roof to shoot down from, or BLU uses the bottom route to backcap and spawncamp RED. I wish I had an idea for how to fix that; unfortunately, my mind went blank during today's test :C
     
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  18. nik

    nik L12: Fabulous Member

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    I put that ledge in spawn because someone was complaining there was nothing to do :| does it really matter? haha

    Didn't know that door was a problem, I'll get right on that. Also I'm guessing you mean after the second point has been captured, and BLU uses the tunnel to snake around RED. I actually have no idea what I would do for this either, but I'm thinking of cutting off the second tunnel, so you can enter the area under the point but not progress to the next stage.

    Thanks for the feedback guys :)
     
  19. REEJ

    REEJ L7: Fancy Member

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    Playing demo on it was quite pleasing,
    maybe too pleasing
     
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  20. nik

    nik L12: Fabulous Member

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    I actually noticed you taking advantage of EVERY ROOFTOP EVER

    don't worry, it won't be as fun next version

    (sorry)