A dual entry into the Territorial Domination and TFConnect contests!
Newsie takes place at the Headquarters of the Teufort Times, the local newspaper chain has been floundering as of recent, however its reporting of the Gravel Wars has sent it skyrocketing in the sales charts, however giving bad press almost always paints a target on your back...
Newsie is a Territorial control map based on ABP's CAPER, with randomized start locations, you need to capture all 3 points to win!
This version is the last version I'm uploading before the deadline of the TFConnect mapping contest, I spent all night reworking parts of the map so hopefully its more fun than it used to be.
Remade route from A -> C hoping players aren't confused during any tests
more detailing/reworking of areas
better lighting in some areas
reworked A route in subway leading to a jump pad
moved frogs
As I mentioned during the test, you've got good taste in third-party assets. I'm going to have to do some digging and figure out where they all came from; even the plain wood paneled walls look custom even though you'd think there would be something like that already in the game. Or maybe it is a stock texture that somebody tinted.
Anyway, on the subject of assets, there are some office-y props in timberghost's Precipice Pack, so you might want to see if any of those are of use to you as you keep developing this.
- Redesigned C with a raising elevator gimmick, routes to c have been slightly redesigned to accommodate
- minor detailing
- fixed multiple visleafs to help with performance
- remade area portals to help with performance
- added dynamically changing props to assist with giving landmarks to well needed areas
- removed alot of the TFconnect contest props though a couple remain
- kept darkroom door from opening, you'll ruin the photos like that
- added placeholder rick may statue for a statue I...
Edit: add notes to the screenshots to explain the doodles.
hi, here're my thoughts after watching the demo and review the map
General feedbacks on the CP areas:
A is the most confusing to navigate with glass doors and red wall.
B is the smallest, awkward to fight on and hard to defend.
C is the only place where you can see the enemy coming and have room to wiggle around, but there're some misleading routes.
Thoughts on layout:
It's easier to attack than to defend, causes a goose chasing game where 2 blobs just circle around the map, if one team splits they lose.
Players aren't safe / don't feel safe anywhere on the map (except in spawn area) because there're so many flanks that allow players to bypass each others. You can't clear an area and move forward without having to look behind.
Seems like you're overthinking with props and walls, alot can be removed/simplified, sightlines are ok if not too long or too open. (~1500hu is close enough to be competitive for Sniper, ~2000hu favors them a bit, and ~3000hu is too much)
Suggestions on how to simplify this map:
Put yourself into the players' shoes to avoid mapper bias (where everything seems obvious to YOU)
Straight up cut off areas, routes that don't serve much purpose (the top floor on C), or too secretive (the subway to A)
Break down walls or combine areas together, make the layout less maze-like (most of A and B) Personal opinion: Jump-pad is a cool feature, but it'd be more intuitive to replace them with stairs
Ask yourself these questions:
1. Where to go from spawn? Where A,B,C?
2. Ok, I've capped this CP, where to go from here?
3. I need to defend this CP, where do the enemy come from?
Detailed feedbacks on CP areas (a wee bit chaotic screenshots):
CP A
note: where C routes?, bright light attract players' attention (seem like a walkable area)
note: B sign is hard too see, so many glass windows that cause distraction
note: players can't see the staircase, the 180' balcony is a very strong defend spot
note: the open area combine with dark door make it seems like there's a route behind the wall
note: players have to clear the corner before the move forward, the red door further focus players' attention
note: suggestion to simplify A site
note: after capping, players have a hard time to decide where to go
CP B
note: B attackers from A have to jump over the fence, or drop down to attack, very awkward
note: B owners only notice the subway sign (which has both A & C), the other routes are less obvious
note: the rooftop seems inaccessible, B owners don't expect A attackers to drop down on them
note: the fence makes B attackers go right naturally and ignore left side (which go back to C)
note: lots of things can be simplified/removed
note: after capping B, the subway is the only obvious route (from the player's POV)
CP C
note: standing from spawn, it's not clear where the routes lead to
note: the whole top route connect 3 buildings together serve no purpose, misleading
note: this whole wall can be removed, opened up
note: where is C?
note: sightline is ok, as long as it's not OP
note: after capping C, the straightforward B route is hidden by the building
Closed a door to an OOB room
darkened OOB rooms
Expanded B for more breathing room
added more ramps to c for easier traversal between levels
added jump pad to c
added more raised ground to C
moved stairs between a-c
moved elevator between a-b, replacing old elevator with stairs
shortened balconys near and over A
removed barriers at A
remade routes to balcony at A
unclipped pillar with statue between A-C
moved froge
Thank you @MegapiemanPHD for looking over the map and...
The subway route hurt to remove due to the detailing I had done and the fact it helped Newsie stand apart from the other maps during the TFConnect contest, the train will return in some form later down the line, however as of right now I'm going to be working on making the main routes to each area of the map better to play in and better for players to enjoy
- reworked Spawn at A point, old spawn room is now a hallway connecting balconies to...
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