- Aug 26, 2011
- 49
- 2
ghosttown_b1
My first map is finally done ! It took me about 4-5 days to get from conception to a1 with this map (including a day or two of skybox troubles), but anyway, this is a pretty straightforward koth map with a lot of open space around the point. More detail can be found in the maps download page (and of course, by opening it in tf2), but I'd really appreciate some feedback and constructive criticism on this map.
And of course, please report any bugs or reccomendations you have!
UPDATE (as if anyone still looks at this thread lol):
Watching the source STV demo made quite a few problems apparent; the side churches being useless, the sightlines being grossly OP for snipers, jokingly (or seriously?)accusing me of purposefully making the map terrible, etc. etc. But all the feedback I got was honest, and i'm glad they gave it to me. A few problems I considered meaningless were thrust back in my face, some new ones were brought to light, and some turned out to be less of a problem than I feared. So, without further ado, my future plans before the next test:
*Add a way to get out of the tunnels (frustrated quite a few people in the test)
*Add greater significance to the side churches
*Change all ramps into stairs
*Severely nerf sniper sightlines (the openness of this map got it compared to CoD and the most criticism, something I certainly want to avoid)
*Lower some of the height advantage (not specified, but I think it would be a good idea)
*Add more displacements (help to counter snipers)
*More detail.Lots of detail.
If anyone has some ideas on how to accomplish these goals (ESPECIALLY nerfing snipers)please comment or shoot me a PM. I really need to overhaul this map,that much has become apparent, and i'll do my best to get the gameplay right!
My first map is finally done ! It took me about 4-5 days to get from conception to a1 with this map (including a day or two of skybox troubles), but anyway, this is a pretty straightforward koth map with a lot of open space around the point. More detail can be found in the maps download page (and of course, by opening it in tf2), but I'd really appreciate some feedback and constructive criticism on this map.
And of course, please report any bugs or reccomendations you have!
UPDATE (as if anyone still looks at this thread lol):
Watching the source STV demo made quite a few problems apparent; the side churches being useless, the sightlines being grossly OP for snipers, jokingly (or seriously?)accusing me of purposefully making the map terrible, etc. etc. But all the feedback I got was honest, and i'm glad they gave it to me. A few problems I considered meaningless were thrust back in my face, some new ones were brought to light, and some turned out to be less of a problem than I feared. So, without further ado, my future plans before the next test:
*Add a way to get out of the tunnels (frustrated quite a few people in the test)
*Add greater significance to the side churches
*Change all ramps into stairs
*Severely nerf sniper sightlines (the openness of this map got it compared to CoD and the most criticism, something I certainly want to avoid)
*Lower some of the height advantage (not specified, but I think it would be a good idea)
*Add more displacements (help to counter snipers)
*More detail.Lots of detail.
If anyone has some ideas on how to accomplish these goals (ESPECIALLY nerfing snipers)please comment or shoot me a PM. I really need to overhaul this map,that much has become apparent, and i'll do my best to get the gameplay right!
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