So during the recent test I got the general implication that the map was well received; most of the glaring issues were fixed in A4 and gameplay at C is finally dynamic.
I'll be addressing the useful points of feedback given to my map here for others to see/future reference.
That's detail sprites being wonky, will fix for A5.
lovely lighting error in spawn roof
Not entirely sure what you see here, could someone provide me with a screenshot because I don't see this in game?
Your geometry makes me moist
this is the best type of compliment
I'm supposed to be behind the spawnhouse?
Yes, it is on purpose and it doesn't impact the gameplay at all.
Nope, it's been there since the first version. I might try to find a way to make it more useful since not many players use it.
point A has a lot of dark spots and i have a hard time making out team colors
Nice observation, I'll add some spotlights above doorways and in important areas in the arenas.
I like the point A. However the time is a bit to [sic] long.
I will not be shortening the cap times for the next version, particularily because it was fairly easy for the attackers to win every time and they don't need any more advantages.
capping A and B feeling [sic] pretty unsafe, no idea what is coming your way until right in your face
Yeah, I agree with you - but, there is no way I'll make them easier to cap. If anything I might make them more defensible.
these ramps look to be a bit too thick.
Not entirely sure what ramps you're pointing out but I can assure you that no ramps are big enough to cause unbalance.
Add a lower route from B to C Make it similar to the route from A to C
I probably won't, for this will give BLU even more of an advantage on C.
getting caught on those constuction [sic] pillars on b is annoying
I'll clip them then. A nice clipping pass is due for A5 anyways.
Sentries are away good at C. Way too good.
No, they aren't. You should have seen A3.
is this possible in real life with this mass overhang :/
Probably not but hey it's TF2 (and it's an alpha)
Is it supposed to be red sign in the blue spawn?
Gravelpit does it (which probably means I should change it heh)
Cap time [at C] could be shorter though
See above.
Selentic said:
but i thought that it was a good map for furry sprays ???
Yeah sounds about right.
All in all, great feedback provided and I look forward to the next test on A5. I might start detailing soon but I digress; there are still a few issues that need fixing. I'd like to make it a little more defensible, any tips?
Thanks for the encouragement.