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By Lord Ned
Stick with mott.
yo, this is hott.
in updated A1, both teams are able to build in their spawns
That was fast! Looks great. you've pulled off Snow and Alpine well so far.
Lol, kart starts on CP because you're "different." Looks nice so far, when can we see stage 2?
Looks cool dude. Apart from the first bit on the left ( around the track curve) looks to linear and spammy.
Hey man. I had a run through of your map, to see well what it was like, I'm assuming this is the first stage of a 3 stage pl map. In the console there is an output that cp_2b or something can't be found by filter_activator_tfteam.
This room is way bright.
Floating Sideways cart?
The long assed sniperline from the last point could be troublesome
Same above, except to a major chokepoint that the cart goes through. (I see that bridge area being spammed and a major problem)
This area would be a prime sentry spot (around where my crosshair is) It covers the track quite a bit, and that major chokepoint.
Same with this area
This area might be kinda overpowered for SGs, it covers the track, and a spawn exit, with all three others being behind the rock area it provides cover for the SG, while still giving it access to shoot at the track.
Showing a sentry sightline in this position, the only real way to take it out I would say (from attackers perspective) would be spamming stickys.
Overall I like where this is going, you'll probably need more routes to flank with, and make that bridge area wider as it will be a problem area. Hope to see a2 soon!
Thanks for the feedback all. Well played Midget, I'll put some windows next to the sentry location and make one of the blocks higher to block the sightlines.
And yeah I was just slapping down lights don't blame me.
Sideways cart has been fixed (Thanks Boojum... Again) and it goes up for a reason. You'll see in the next alpha.
This map was fun when we played it, if not a bit too bright and choke-pointy. I have some screens of things that need fixing here:
I think this was inside BLU spawn. The light is sneaking inside.
Near the left wall just outside BLU spawn. Rather noticable displacement that I think just needs to be sewn.
Your roofs need to be playerclipped so people can't go on or past them. I got blasted so far (under the influence of Bonk! no less) that I went past the trigger_hurt you put down.
The bloom ended my eyes.
First thing first, fix the mirrors edge bloom, lack of lighting in some buildings, and the roofs you can go on
Make this more obvious you cant walk between it OR that you can. I personally would move it closer
This building serves no purpose. There is only 1 door, and the windows don't provide a good angle to snipe from. There's also only small ammo and hp in here.
These windows don't look like you can go through them, and if you do it provides a really cheap and too effective flank for red. I'd add glass.
fix dese stairs goin against de wall
Losing this forward spawn DOES NOTHING FOR RED. There is only a slightly longer walk to this place from the other spawns. It's also way to easy to kill all blus in here since theres a contrant stream of reds
This path is too hard for blu because they are forced out into 1 small door, which red has height advantage at the other end. Also the hp kit that's in here can be seen from the exit door, so you have to be in too much danger to get it
Generally attacking the point as blu is hard. Red ALWAYS has the height advantage, and when they don't it's just flat ground. They have 3 entrances, the one on the left being too small for blus to get out of. And when red pushes past blu they have even MORE high ground. The paths themselves aren't interesting and it's too hard for blu to make a base/safe zone near the 1st point.
This ending is boring. It's flat and has no good features. It's also annoying being contantly shot by snipers across the map while there being nowhere to hide/take cover
I also assume it would be to hard for a spy to decloak.
I feel there need sto be a support for the wide and big building thing uptop. Could spice it up a bit and add cover for blu
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80000.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80001 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80002 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80003 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80004 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80005 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80006 copy.jpg
http://dl.dropbox.com/u/813382/TF2/Mott Lighting Comparison/pl_mott_a80007 copy.jpg
De-'d for Youme. >:
Which lighting looks best for this level? I really like 7 and 8, maybe a mix of both?
Hydro sky or the top one. Also
RESIZE YOUR GOD DAMN IMAGES WHEN YOU POST SO MANY
Having the page jumping around more than a grasshopper on sterroids whilst trying to write a reply is annoying as fuck.
I liked the first one the most.
i like the first one too
Anything else than the first gives an 404, unfortunately.
Fixed, the space in the name tripped up the forums.
Separate names with a comma.