CP Luckystar

Discussion in 'Map Factory' started by Konata, Feb 27, 2011.

  1. Konata

    Konata L2: Junior Member

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    My first CP map!

    Luckystar is the "project" name, not sure what to call it yet... Maybe cp_sucksalot

    Now with less orange! Currently kinda suckish right now, but that will change as I get a more defined structure to my map.
     
    Last edited: Feb 28, 2011
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    That's an extreme height there for an area with little to no cover.

    General rule of thumb, points should be up high. It makes them more interesting to attack and (ironically) easier to defend.
     
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  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I said this in our little test before, but there needs to be more stuff: In between spawn and A, and A and B. Also, red needs an extra route out from their spawn.
     
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  4. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Looks very orange. :D

    the heights look a little extreme. - it also looks rather open. :)
     
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  5. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Needs respawn visualisers, blue spawn area needs easier/quicker access to the different heights that already exist.
    The height difference at the second cap is far too extreme - all red need to do to defend is spam rockets+stickies down on the point, and if they get hurt they simply need to move to one side into their spawn to heal

    Maybe average the levels a bit more and add some shacks and stuff for people to hide and move around? :):)
     
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  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    heeeyyyy... Wait a second, I've this map before...
     
  7. nik

    nik L12: Fabulous Member

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    why would you call it this

    no
     
  8. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
     
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  9. kairotox

    kairotox L1: Registered

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    yeah, and its kinda out there.....like, its very open. Mostly that can be fixed just by adding some stuff to hide behind though
     
  10. kwp20 pitts

    kwp20 pitts L1: Registered

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    Although I may not have the right to speak due to my current project, I'd have to agree with the fact that it is too open. A basic sniper picnic. You really need some form of cover to make it through.
     
  11. kwp20 pitts

    kwp20 pitts L1: Registered

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    Another thing, everyone would recommend to to take a look at the tutorials


    By the way, I wouldn't be talking negatively to be self-depressive. It is true that this map may not be your best one, but think more positively and do the best of your ability. If when you fail, learn why and how that project failed. That way you know what to avoid doing in the next project or iteration. Thats how a majority of my mapping projects went.
     
  12. Konata

    Konata L2: Junior Member

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    a2 version is out! Fixed a number of issues across the map and improved the look of it.
     
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  13. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Okay so hum. Playing this was one of the most frustrating moment I have ever experienced in TF2 !! There, that's said, now onto the constructive criticism :D

    BLU spawn : I'd suggest walling off the setup gates with respawnroomvisualizers. It's not mandatory (dustbowl doesn't do it), but it's kinda expected that RED players shouldn't be able to get past that point. BLU's spawn times are also messed up (I think), need to be shorter.

    Overall : Too large (a bit), too open (a lot). You could put little houses and even bigger building in the middle of some areas and it wouldn't fill up all that empty space. I suggest you do just that, in fact. Or some rock formations if you're going for the absolutelety desertic desert look, or anything that can take up some space and break up those sightlines and gives us a chance to maneuver around unnoticed.

    Cap A : capture area is too small. Capture time might be a little unnecessarily long. Otherwise ok.

    Right after cap A : there's a major chokepoint there that is veeery bad. At least potentially. This requires another route, or something. Also if you can get rid of the opening and closing doors that'd be nice (protip : as a demoman, right click when the door opens...). Come to think of it, that area is probably very badly optimized, I think it's possible to "see" from behind that chokepoint into the BLU spawn. Put some walls, turn it into s or c shaped corridors or something.

    Cap B : Very hard to capture. Put fences or something to block players from being blown into the pit too easily. Cap area is small too and capture times feel long for a final cap that is so much in favor of the defenders. Otherwise, sure why not.