Deserted

cardo

L1: Registered
Oct 4, 2008
16
3
I love the look of maps in general at this stage.. they're so clean and TFC-esque.. which is great :) Nice soft lighting in these shots too.. just displace those rocks and release! Hah.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Lower the times, they're absolutely insane. No team should ever have to hold out for more than 5 minutes, let alone 9, which was what we ended up with today. Times like these pretty much guarantee blu a win, unless the teams are incredibly stacked :S
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
had a good test today :) next alpha will be ready fast.

I'm trying out the gorge team, since the buildings are pretty the same... any suggestions?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
My biggest issue was confusion in terms of layout. You need to have more clear directions as to where RED needs to go right out of spawn. I couldn't actually see any signs to neither A nor B on RED, so I just headed in some random direction and I had to read the smaller signs on the walls to find my way. B also seemed hard to find for BLU, since it was inside, and didn't exactly attract any attention.

I was also quite annoyed with the small size of some doorways and most hallways. The insides of many buildings felt too small and confusing to navigate in the connectors between the points.

Oh, and the room where BLU starts is very cramped and can be really easily camped by RED. I suggest increasing the size of the room and making RED unable to walk up there.

You might also consider changing the RED spawn so they can't build indestructible teleporters.

I'd say something about cap times and all, but the teams were really badly balanced in terms of individual skill for the most part. All I noticed was that for a large portion of the time, both teams seemed to have the default spawn times. 10-20 sec spawntime for BLU is no fun.

Well, that's all I could think of, but don't worry, it's a very fun map with a solid layout overall.

EDIT: Oh, and attacking C was very difficult. BLU are kinda forced through a small bottleneck, while the point is right outside RED, with them having a big height advantage, which makes attacking a chore. The distance to the point from the entrances to the area, and the height advantage, should be similar for RED or BLU in my opinion.
 
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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
major spawn camping issues happened today.
the small doorway made it very hard to maneuver outside the spawn at the circled area

deserted.jpg

I'd suggest blocking red at the two entrace instead

same goes for spawn at A
deserted1.jpg


and I know the maps is still at a stade where you should not bother with visuals but this area felt way too dark.

deserted2.jpg
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
SNIPER!!!

cp_deserted_a4b0000.jpg
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Big update! I just released alpha 5 and it has a lot of changes!
I'm entering it for Gameday 14 Sunday :D

Pictures coming asap.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Made this screens with the spectator cams, so I can make a time-lapse lke valve did :)

cp_deserted_a50004-1.jpg

cp_deserted_a50001-1.jpg

cp_deserted_a50002-1.jpg
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
Okay just got off the testing today. First off my biggest complaint.

ITS REALLY SMALL. make each area bigger and most of all MOVE THE C POINT AND RED SPAWN APART. Its like your encouraging people to spawn camp.

Also I heard a lot of people saying it was hard to find C. Maybe more signs in better places and maybe make the routes to C very distinguishable.

The blue spawn is way too small. Make it a bit bigger, maybe put something interesting in like a giant window or something. Blue team has to wait a minute in there and its really boring, right from the start. Not a good way to start a game.

Overall, it all felt very crowded wherever you went.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
B was tiny and so easy to cap Both teams on defence left it in favour of defending A.

C was hard to find. I found my way eventually but it was harder than it should have been. (more obvious signage, rather than the neutral selection that you have).

There was a distinct lack of small health kits, or atleast health and ammo was hidden away rather effectively. Gravelpit has minor healths inside the buildings and you should consider placing more. I ran around on fire a lot, looking and expecting to run into one, but never did.

Remove the medium health kits on the defensive locations. Replace with minor health kits. (another Gravelpit standard).

a3_A.jpg


A was a fun point. Running through the buildings doing hit and run as scout was also amusing, but you need to raise the ceiling as explosives would pin you to them.

C needs to be larger. Here are some layout suggestions:
a3_C.jpg


I realise those are old pics you have on the front, and i grabbed, but they do the job of showing what i mean. The tunnel needs to be wider (at least x2, preferably x3). Remove the little concrete 'lips' you have around the balcony edges, reference gravelpit if you have to. Also remove the wooden beams, they make it difficult to FaN/sticky/rocket jump onto the point.
 
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