ro3pont
it's always neat to reflect how things went after participating in a contest. i have no fucking idea how i managed to make and fully detail an entire 3adcp in about 1.5mo alongside my uni final major project. considering what other stellar stuff has been going on in this contest, i'd be happy to even make fourth place! after the contest is over i have a clear idea of what issues to address and how to go forward with wrapping up development of the map. with ro3pont i've found my confidence with asym and alpine theming, which is great! grats everyone, hope yall had as much fun as i have
Pine Peak
it's okay. some routes are unintuitive and feel like they're connected weirdly, especially last. last routes ARE fun when you know them, but it takes a long time to learn.
artpass is fine, though rough. first and last halves of the map are entirely different themess and feel disjointed, to the point where i'm getting confused trying to remember if they're even parts of the same map. looking at BLU spawn from outside tanks my framerate.
use actual brush doors for setup gate collision - players can shoot through the gaps between the gate prop collisions.
blu routes into A are rough. can see end of 2dsky textures.
that building with a TON of doors somewhere between B->C could do with being less.. weird.
Smalltime
love the hydro theme. don't use those mvm warning signs.
great methods to counter the flaws of passtime. this is one of the two passtime maps i've ever been able to enjoy. compact layout allows teamwork to happen naturally. those two high ground corners over mid are really annoying - long and dangerous rotation to dislodge anyone up there.
see below for announcer feedback, shared with gridiron.
Rumford
looks nice. lots of fun. i don't see many B holds - at most it lets RED stall for time before C. C could use more engie spots than a single corner.
Roofrack
B is awful for both teams. BLU gets two oneways? where do RED hold? how do BLU push B when RED get a spawn exit ahead of the point?
detailing is full of weird texture scale choices.
i keep getting sniped from people two thousand units away in sightlines i don't expect! why are there so many ramps leading into corridors? it makes weird situations where people are shooting eachothers' ankles at long range. lots of little bits of geo i keep getting stuck on.
last is abysmal to push. left flank for last can be held down by a single sniper, who gets a free medium health kit and can look over 1k+ hu of route with long rotations to access.
A is a BLU steamroll.
what's the point in the cart being like that if nothing interesting happens with it? there aren't any places (that i can tell) where it opens up any new routes or anything.
Azumith
you can walk around every single point so easily - my time defending was spent being stalled ahead of every point by random BLU players. every route is a tiny chokey doorway. really not fun to attack. A itself is kind of just a flat plane. B and C roll extremely hard if BLU keep momentum. BLU's C flank is in a spawn door sightline.
there are lots of little dead-ends with full ammo that i'm guessing is for engie but they're nowhere useful.
displacement ground at C has misaligned textures.
B has no real flanks, just ways around the building that all converge into a place easily held by a sentry. going around the left of B (for BLU) requires overextending, getting cut off by RED players on the point.
Gridiron
i do not like playing this map. too much small height variation everywhere with odd dropdowns. hard to navigate. does not solve passtime problems - having a hard time keeping track of the objective and players are spread out enough that coordinating and supporting eachother is difficult. i've been playing exclusively mobility classes - couldn't imagine trying to navigate this without charging, rocket/FaN jumping.
the train bridge with medium pickups beneath it is interesting geometry - i wish the rest of the map was like that, too. unfortunately it's also the only viable route to push for a goal.
mid gets dominated by soldiers hopping up onto those box things. ground level is mostly slight height variation, which gets extremely boring extremely quickly. mid itself is easy to hold, so stalemates are almost assured.
detailing is passable. lots of big flat walls and no effort made to mask the looping metal texture. weird huge signs everywhere.
see below for announcer feedback, shared with smalltime.
Altitude
pretty as hell. fun, too, aside from engineer. there are a few clearly intended Nest Spots for RED engies, but they're small and restrictive. overall pretty awful to play as engie. nowhere feels like a solid hold position.
clip the top of that cablecar you can jump to from RED spawn instead of relying on purely the model's collisions, it's awkward to walk around on with lots of little bits you can get caught on despite being so easily accessible.
while writing this up i've realised i don't actually know what the main route into C is, or if i've even seen it - i always end up taking the flank routes from that computer room.
there are sizeable issues with BLU rolling forward too quickly after capturing a point.
while i understand that C is a cablecar station, it's really flat and easily the weakest part of the map compared to what's going on with the other points. would a basement area, and/or the cablecars moving be something worth experimenting with?
Smalltime & Gridiron (Announcer)
announcer isn't great. some lines clip the mic. no loudspeaker-like effect to set it apart from other voice lines.
not deadpan enough; the stock announcer only gets excited during dramatic things, like payload finales - a round stalemating or going badly while the announcer seems to be having a great time is really grating after a while.
announcer lines are not specific enough - "do me proud" does not tell me that the jack has spawned, and "we've got the THING" is not clear; i'm paying attention to shooting the enemy team, not having to figure out what exactly the announcer is telling me.
Spacewar
i think being disqualified twice in one contest is a new record.
lowgrav isn't fun - restricts mobility. that one tiny tunnel where it's suddenly normal gravity is annoying. having a death pit above you at all times sucks. this would be more interesting if the lowgrav was reserved for risky flanks or something, and the majority of the map was indoors.
does not solve the usual issues of tug-of-war, almost always stalemating hard at mid for the entire map time before getting vote skipped.
ugly. custom signs have no wear and no mipmaps. many custom textures are extremely out of place. custom doorframes look like playdoh. some floating props. looks like a whitebox with some props and the devtex switched for moonbase ones.
interesting concept and it's funny to knock someone high enough that they fly away, but other than those two points, i have nothing positive to say.