- Jun 10, 2016
- 23
- 7
Like I said, I have no time to work on it because I'm busy with other stuff lolthe ability to go straight from A to middle is problematic, usually you want to make sure to shove B in the player's face when they're on their way to mid. this way they will know where to fall back if mid is lost. it makes your map easier to learn and you have only one chance at making a good impression. you'll also need something more elaborate than those corridors. rooms that connect areas to each other are what makes or break a map (especially 5cp) so right now there's not much to go off of.
You should try making the map for yourself to get a feel for it, it would be a perfect challenge for the 72h jam http://tf2maps.net/threads/tf2maps-presents-the-summer-2016-72hr-tf2jam.28301/ this is where a lot of people like to try new ideas. worst comes to worst, you'll lose a weekend but at least you'll have learned a couple things.
It's feedback to help you in the future. Not saying you have to work on it right now, he is just tying to help you improve for when you decide to map more.Like I said, I have no time to work on it because I'm busy with other stuff lol
i know it was feedback, it was mainly pointed at "you should try making the map for yourself" lol ;3It's feedback to help you in the future. Not saying you have to work on it right now, he is just tying to help you improve for when you decide to map more.
Not entirely sure what you meant by "overscale". The scale of the map seems fine. (Or if anything too small in certain areas.) Unless what you're trying to say is that a scale shouldn't be given at all on paper layouts.Note, your sheet says the grid size is 128, but 128 with this drawing is a massive overscale.
Though don't really do scale in the paper layouts, it's just not needed there.