By Dr. Spud
Also, it's possible to build a teleporter on one of the roofs and leave the map.
the intel position is probably the best one in the currect ctf rotation, all the other ones can be locked down by a single engineer and usually require an uber to even have a chance of extracting the briefcase. besides, there's literally nowhere for a koth point to go, let alone five points. if your suggestion is lopping off the tree at the height of the ring platform, that would turn the area into 2fort reimagined.
A koth version could be interesting. You could have the cap area loop around the tree and have some coloured lights on the tree to indicate which team owns the point.
or have the tree be hollowed out, with a sick mini bar, and a disco floor
I'm starting to think this map promotes spawncamping, since each spawn room has exactly one exit. On the other hand, if you're not camping their spawn you're probably going to stalemate, so... *shrug* ...Ehhh?
This texture mismatch was probably intentional, but it's so subtle that it just comes off as a mistake.
I have no idea if that was intentional or not. It's been so long.
I do think the spawncamping situation could be improved.
If you can, i'd put in a sneaky entity to turn off on-cap crits. That's the biggest thing that promotes spawn camping to be quite honest. At the point where a team is spawn camping is the point at which the teams are stacked. Maybe one more spawn exit for the spawn behind the cap point would do good, can't really see it doing any harm.
Honestly, in all the times I've played Landfall, I've only seen major spawn camping once and that was after the third flag was already on its way back to our base. It's so hard to safely push the entire team forward that it's a fairly rare occurrence.
By the way, I was doing a bit of a flyaround to try to see if it would be possible to simply connect the two spawn exits (it wouldn't), and I noticed that not only is the floor texture thing I spotted also present in BLU's spawn, but BLU's other spawn room uses red floor tiles. I've already criticized this map for having poor color coding, but this is ridiculous.
Spoiler: Various things
Red floor texture in BLU spawn
Aren't there red skins for these barrels that you could use instead? It would help with the colour situation a bit.
Speaking of which, maybe add some team coloured roofs? Not terribly major, but it could be helpful.
This room is distinctly red but it's on blue's side of the map.
This one set of stairs on red's side of the map is missing clipping.
Extend the triggers for your spawn doors. I bump into them when leaving spawn as Scout and it's really annoying.
There are a lot of faces around your intel area that you could easily nodraw.
The only place I think you could really get away with adding another spawn exit is in the non-spytech spawn room. There's space for it to exit out onto and there's enough space within the building itself.
I haven't noticed spawn camping being an issue. However I have had alot of problems securing the intel room because waves of freshly spawned enemies keep coming in. Some distance between the spawns and the flag would be nice.
That's just plain rude
You stated your opinion as fact without any reasoning, and bashed down a perfectly good map (perhaps not the best, but still good)
This seems particularly hypocritical given all the issues you've raised of people not providing useful feedback on your own maps.
>Says it's a horrible ctf map
>map gets accepted in the game (lol).
I deleted my posts about the map, sorry for that...
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