CP Coal Mine

Discussion in 'Map Factory' started by Randdalf, Dec 20, 2010.

  1. Randdalf

    aa Randdalf

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    First new map for over a year, and it was a year in the making too. It's a 2 CP map in the style of Gorge, featuring lots of height-based gameplay and interesting terrain. Hope you enjoy it :)

    PS. There was once an arena map called Coal Mine, I know this, and I'm not changing the name of my map.
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    B looks almost too exclusively for soldiers and demo's. Will normal classes be able to capture that what with RED on the higher ground? I guess only tests will tell. I wanna say that that usually doesn't work out well, particularly for A/D maps. But that doesn't really hold up well with badlands 2nd. Still...
     
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  3. Randdalf

    aa Randdalf

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    I hope so, there's a one-way door route you can't see to the right of the photo which goes up onto the bridge. Only testing will tell!
     
  4. Whated

    Whated L2: Junior Member

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    I want to say when I looked the screenshots. I kind of feeled excitement. I wanna play that map in the gameday! =) I think the layout is interesting and fun looking atleast!
     
  5. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    nice use of angled geometry - I'm looking forward to playing this :)
     
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  6. Randdalf

    aa Randdalf

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    Glad you noticed it, it was one of the main things I was trying to push with the layout :)
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

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  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The only issue is angled geometry doesn't really work well with TF2. 90% of gameplay is ambushes at corners or ledges. Replacing corners with circular/arched corridors and angled corners less than 45 degrees usually results in spammy corners that nobody likes using.

    Everybody likes to see this kind of thing in layouts because nobody uses it, but nobody uses it usually because it destroys gameplay pleasure (or are too much of a nubcake with Hammer). Lets hope that's not the case here. I wouldn't say it's impossible, but it's a large gamble, if anything the map will fill a layout niche that hasn't yet been filled by a quality map yet.
     
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  9. Okrag

    aa Okrag Wall Staples

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    Blue can open red's spawn doors.(But cannot enter)
     
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  10. Randdalf

    aa Randdalf

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    I thought I fixed that, oh well, obviously not.
     
  11. Randdalf

    aa Randdalf

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    Added map properly to feedback.

    Any post gameday thoughts, even though we played it only briefly? It felt like Red could too easily push out onto the bridge area and take it back, although that could have been due to team imbalance - the Blue team got steamrolled whilst defending that bit.