- Apr 26, 2015
- 954
- 186
Edit: I was overly harsh with some of my wording at first, this was done very late at night so I apologize for that. I tried to tone it down and elaborate on things more
This isnt an excuse for poor gameplay and scale issues. You know another map that takes place in a volcano and feels great? arena_volcano
Overscaling your map just poops on any fun that can be had by it as it can cause
Some other issues that need to be pointed out but arent entirwly part of the overscaling issue
- optimization issues
- speaks for itself
- Long walk times
- Reliance on fast classes or jumping classes
- Heavies arent going to want to walk all the way up to mid and such through these long flank routes, especially given how prone they will be to snipers
- Nobody is going to use the long route in an overscaled map when a shorter route is 2x as quick
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- to get up to here you have to take strangely long route, the route from spawn is incredibly questionanle
- 24~ seconds to get up to this pathway. 24~ seconds.
- and for what? Nothing. This flank servers next to no purpose. You cannot get to point quickly after this or to any normal gameplay spaces, unless you are a demoman or soldier. Not a jumping class? Enjoy your long walk.
- sight-line issues
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- yes it is possible to get up onto this fence without cheating, and while im obviously exposed, I can still abuse this for some cheesey and unfair kills as sniper
- Often lazy and blocky design
- the map feels like a guant box that had platforms hap hazardly added to it
- When designing layouts think more about the gameplay spaces dynamically, and work the borders around those dynamic spaces.
- This is an example of when it feels like you just made a room and dropped some random blockers in it.
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If I am not a jumping class, I cannot get to this healthkit. And for a small healthkit? Its not worth it
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You are rushing your geometry, and it leads to stuff like this. Seriously it takes a couple of extra seconds to make sure everything fits flush, this is lazy and sad.
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On that note, your map has things being different sizes. That spot where I was standing on the fence on red side? You cant do that on blue side because of this enlarged gap. This is an objective imbalance
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Lastly, these are questionable. They are really difficult and un fun to try and climb as any non jumping class. You have to make a corner jump around props with wonky collission over lava, for a small health kit. Its not worth the risk and effort
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These pillars arent even the same for each side, Blue dontt have a path around to climb up, but instead have to make a damn precise jump and abuse the physics engine just to get this kit. Once again, not worth the risk.
The more I look at this map, the more it feels completely rushed and honestly, thoughtless. It feels like you are just putting in cover and routes just to have them without stopping and considering how a random player is going to perceive and use these areas. You need to forecast in yout mind where battles are going to be taking place, and then tuning your other routes to compliment those forecasts. Your mid feels completely seperate to any of the flanks and with its open nature I can forecast that players will want to avoid it unless they need to use it. So where would players go to circumvent that? Flanks. However, players wont want to use your flanks because of how much time it takes, and the risk they take being open to enemy snipers. Problematically, none of the flanks give access to the main point, and with how overscaled they are, lack any real reason to go and use them.
Of course my maps feel rushed. It's kinda my thing. I push out a quickly created map then threw the updates the map gets fixed. This happens with every map I created.