Feedback from the rollback, I post is here because why not.
Beta 1?
Download: http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b1.bsp.bz2
It's not really beta quality, but I figure I've had it for such a long time now that I better put it out there before it becomes even more obsolete. The out of bounds areas are especially bad, and there is no 3d sky. Detail in general is very sparse.. basically I'm bad at betas.
I only made the red side basically, then pasted it over to blue and replaced textures, sorry for being lazy.
I haven't actually checked if everything is packed, but I hope it is.
Screenshots:
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http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10001.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10002.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10003.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10004.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10005.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10006.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10007.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10008.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10009.jpg
http://dl.dropbox.com/u/1281220/maps/cp_evergreen_b10010.jpg
So I'm kinda late with this but the ladder looks really bright on the dark tiles, like a full bright prop or something.
PUT PLACEHOLDER FOR DOWNLOAD LINK, FORGET TO INCLUDE IT!
http://dl.dropbox.com/u/3492731/spacesaver/20120602-0442-cp_evergreen_b1.dem
Okay, so one quick mention on the playtest: someone in the pugs decided that they wanted to run huntsman sniper the entire match. To be honest, thats not the sort of behaviour I would expect from a serious match, but the player mentioned that they thought Huntsman would be very viable on the map, and thats the excuse for why they were playing it. I do think you'll have to keep snipers in mind on the map, as comp snipers can do quite a bit with sightlines like at mid. Just something to keep in mind.
Okay, as for the feedback I gave you in chat yesterday.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310307715?tab=public
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310304384/?tab=public
This is the ledge I think you should keep. The reasoning for this, is that anyone who wants to sit up there to ambush a team coming in, can easily be seen when they are overlooking the door, and can't line up a shot when they aren't visible. However, I would make a change to this section. In the second screenshot, I would make a stack of props / chicken wire + wood that lines up right next to the ladder. That way, anyone who wants to camp up there and wait for people to push out/in has to take that chance that they will be spotted immediately. If you look at the first picture, you'll notice that I can easily peek the door and see anyone on that ledge with minimal effort and can immediately splash them with rocket damage.
The primary reason you don't want the ledge to go all the way back is that anyone pushing out has to be super cautious about that area. They push out with uber, they go towards the second point and a single roamer sitting WAY far back there walks forward and pops uber. Not optimal, and generally not the sort of sneaky spot that is used in most competitive maps. The other worry is back caps, as a single player can sit up there, wait for the team to push out and then run for the capture. Back caps happen and are a part of comp TF2, but you want to minimize them as much as possible. If someone is able to stay up there without being seen at the extreme edge of the ledge, I feel like its fair that they get a back cap, but if they are WAY towards the back and the only way to see them reliably is to RJ up and check, that doesn't seem fair at all.
One more thing, I feel like scouts should have some way to get up there. Maybe some prop (leaning pallet, barrel, etc) that they can double jump off of to get in there. If a soldier gets up there and scout walks into the room, the ensuing fight is not very much fun for the scout (they can't close in and damage the soldier) and it gives the soldier all sorts of time to reload all his rockets. Combining this with the above change would lead to a fairly interesting spot, but not an overpowered or annoying one.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310300807/?tab=public
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310312103/?tab=public
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310294880/?tab=public
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310317885/?tab=public
Okay, I think you should clip off this upper area. Reasoning being, that a single roamer or scout can sit up on that platform and essentially block the door while taking minimal damage themselves. The first two pictures show two spots you can stand on or near that watch the door. You can't see out the door, which is good, but as soon as someone peeks in, you get a free 100+ damage rocket. Thats a lot of damage, and its the sort of thing that will outright destroy a weaker class (the scout gets out with 25 hp, but then has to run all the way back to mid for a medium, or find med to heal up) or it will stuff a push by the combo (a soldier with a buff that takes a hundred damage essentially has to back out immediately unless they want to uber).
Additionally, I feel like that spot is really hard to fight the soldier camping up there. You have nothing to splash on from the door, and while its really close range and you can hit directs, its still hard to get them right though the cracks in the floorboards without also getting wrecked by splash if you miss. Further, a soldier can easily hold back on the far side of the platform (picture 3) and not be seen at all until the combo is too far in to back out.
the fourth picture shows how much space you have to check to make sure that someone isn't up there, and to show how narrow your shots are if you do have to fight someone off.
I know it seems like I'm harping on about this issue a bit too much, but its these little things that really affect how maps flow from point to point. Its also important to note that while these things don't show up in the playtest demo, thats largely because the playtest was a bit disorganized and oddball. If this was played in a league or scrim scenario, I could see those two spots getting quite a bit of use, as well as lots of players complaining about them.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310328850/?tab=public
Couple of quick points. Don't make this beam none collide. Things without collision make for perfect demo sticky traps, and while this isn't a high traffic area, it feels really lame to get blown up by stickys inside something you thought was solid (see badlands doorframes at last). Some people like the option, but I personally feel like the complete inability to see the stickys inside the frame is a big no no. Even the doorframes on badlands often have the stickies poking out a bit so you can somewhat tell if they are there.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310331255/?tab=public
Lighting here. Seems like the perfect spot to ambush, and you don't want to have players fighting the lights see someone in such a crucial spot.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310335360/?tab=public
Bridge looks nice, but you have to worry about people getting stuck against the beams. That area is very narrow and if someone backs up into the wood beam and gets stuck, they are most assuredly going to die to incoming rockets. Also, I would consider getting rid of the middle pillar thing. I mean, you should check sniper sightlines and such, but opening up that area might make combat flow a bit more back and forth, with scouts zipping around underneath. I'm not sure if that will help, but it would be really easy to test it. If it doesn't work, just copy and paste it back.
http://steamcommunity.com/id/scorpiouprising/screenshot/560943464310322745/?tab=public
Last, but not least, please get rid of the bullet block on the upper part of this handrail. One of the worst things about the handrail props in TF2 is that they don't visually predict where you can fire and where you can't. Certain parts of the handrail can be fired through, certain others can't, and you can't really tell by looking. Looking at this handrail, my immediate thought is I can shoot through the gap and the chicken wire will block shots. But, in fact the entire thing can't be fired through. Not a fan. If a soldier lines up a perfect rocket through the gap, only to suicide from splash damage, they are going to be frustrated.
Also, a quick mention. The comp playtesters I play with almost never mention visual details. Comp players don't really care how it looks, just how it plays. But, when we played this last night 2 or 3 people did comment on the amount of wood in the map. Just a quick FYI, I think the wood looks okay most of the places you put it, but I would consider mixing it up with some metal.
Alright, that's great feedback.
Also I'm surprised you found the nonsolid beam and misplaced bulletblocker, I knew of both of the issues, but was hoping that maybe it would go unnoticed..
As for sniperlines at mid, I'm a bit at a loss for what to do. I've looked at that problem for a long time but I can't really find a viable solution that wouldn't cause flow issues for other classes. And I'm generally against designing a hardcounter if it interferes too much with the other classes.
As for the wood, well, seems a lot of people have a problem with it (more than I expected at least). Basically I tried to avoid using too many materials in this map, as a problem I've had detailing previous maps is that I end up blending bricks, concrete, wood and metal on the same building, and it just looks like chaos. Perhaps I overdid my material limit this time.