Discussion in 'Mapping Questions & Discussion' started by henke37, Aug 15, 2012.
This is not the topic where we talk about the new map mvm_decoy.</lie>
I think it looks kinda dumb.
Do agree. Actually all the new maps look like lazy work to me... Although, that might just be me...
I really like the idea behind decoy tho.
What i do not understand is, why would you defend a decoy? D:
This was soldier's idea. Are you expecting logic somewhere?
Well, it wouldn't stay a decoy if it exploded, now would it?
But what if the explosion was the decoy all along?
Decoy is probably my least favorite of the three maps, but I can't say it didn't make me laugh. Some of the things painted on the sides of the buildings are hilarious.
" <- Research facility for anti-robot weppons"
"Mann Co. Hatch of Great Importance"
On a similar note, I have to really stop running into the MvM spawns expecting there to be a resupply cabinet.
The signs and such are great, but the map as a whole is definitely pretty lacking in detail. I guess you could say that about Coaltown too, but I think the MvM maps' detailing feels intentionally minimal, whereas Doomsday just felt unfinished.
I think that would probably have to do with the fact they knew MvM would be harder to run than the normal game modes. I don't expect MvM maps to get much bigger than the current ones without FPS problems, either.
The difference between Doomsday and the MvM maps is that the latter all have themes, and rather great ones at that. Doomsday is just some random rocket in some random desert area. I don't mind minimalistic detailing when it all combines into an overall theme. Heck, I think Coaltown looks pretty damn amazing, even though it hardly has a skybox and it's just a bunch of wooden buildings.
The whole "western town" idea is something I've wanted to see in TF2 since I got it. The museum assets are freaking awesome. I like the mine under the floorboards and the model of the town. I know it's the wrong map I'm talking about but decoy is still western like.
I really really really like the building in the fork in decoy, it's roof is super awesome.
I like how the whole first section of decoy is a single path, at first I couldn't believe it, but it actually is that simple.
I like the wooden structure on the right side that you can use the jump upgrades to jump on and that shortens travel time. It's the only place I've found where jump upgrades are useful.
Decoy's humour is overdone and obvious. Take "What stupid people think robots want" and repeat ad nauseum. If it had, like, a quarter of the signs it would be good.
For me, the highlight of the humor was this room:
That's really close to the diagram of "What to do in case someone phones?" in Coal Town.
The best part is the letter pinned to the wall. It tells the long and exciting tale of just why Soldier got to create the decoy in the first place.
"We couldn't fit it all in!"
To make it a better decoy? Makes it look like it has greater value if they're hiring mercs to watch it.
The more bombs the robots waste blowing up a false HQ, the less bombs that will be blowing up something that has value.
Separate names with a comma.