Outback

Outback rc4

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
I had some free time today and I decided to do a flythrough of the map since its done now. Updated the thread with the video in the first page.

[ame="http://www.youtube.com/watch?v=u4o8LMjCCP4"]YouTube- Pl_Outback_rc4 Video Flythrough[/ame]
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
Why do you use "Based on Meet the Sniper" as a selling point? It's only loosely based on it, and it's detailing that slightly resembles it.

You're failing at supply and demand.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
There are so many ways that you could improve the detail.
Cart won't fit through here... issue has been raised already.
67ibh0.png

Why did you feel the need to use the sign the wrong way and stick it way above the ground?
o0bc74.png

Same issue here..
2nhzvcn.png


That's on a QUICK skimthrough. You really have no grasp on detailing, so many random out of place with no purpose things like loading-platform wheels over... nothing.
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
Ouch ok it's not perfect but thier in small easy to fix ways right?
Anyways there's not that much wrong with it although if your going to use meet the sniper as a basis then people are porbably going to want more from meet the sniper, so maybe you could pick out main points from the film and slot them in somewhere???
 

Cornish Gamehen

L1: Registered
Dec 23, 2009
47
18
I played this yesterday and thought it was quite detailed apart from a few problems (which have already been brought up, I won't go into them).

We played medics vs. heavies for two rounds and obviously medics failed.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Played your map today, plays really nice :)

There were only two things i noticed:

In the first red spawn, you sometimes spawn directly in front of a wall, so you just walk against it. Would be nice if you turned those spawns by 45 or 90 degrees into the direction of the exit, cause it is getting a bit annoying.

Also, the door near the last point, which can be opened from both side is totally useless. Espeacially new players easily get cunfused with this, as they think it would be one-way, and dont even try to use it. Also, you should probably add an obvious sign to that way, because you dont see it when entering the room, i have hardly seen any attacker using it.
 
Last edited:

evicted

L1: Registered
Jan 12, 2010
40
9
To be honest, I'm not seeing a huge resemblance to meet the sniper. Also, the totally underground caves seem like a good place for the red team to go completely soldier/demo and destroy the Blu team. I've only seen the fly through, so maybe I'm missing something that'll help blu there. However, I thought the map overall looked nice from a gameplay standpoint.
 

Citizen Snips

L3: Member
Apr 8, 2010
118
16
I absolutely love the map. Just a few changes I would suggest.

The map is pretty much made to let Blu plow through. You need to give Red more of a fighting chance. Instead of making them spawn at the third point when defending the second point, let them spawn right there. There's already a spawn exit, so why not let them use it? As it stands, that area is practically impossible to defend until the cart gets to the choke point. Also, at the second point, there's two doors, yet rarely have I ever been spat out of the other. Make them both worthwhile. Same goes for the two doors at the first spawn; instead of making Blu hike all the way across the map to get to the cart, you should give them Red's initial spawn once they cap the first point, and have them go through the door that nobody ever uses. This way, there's much less walking, and much more fighting. Good for everyone.

There should be more side routes, too. Aside from that one nook at the first point, the back entrance at the shack by the third point, and the upper route at the final point, it's entirely straightforward. While I like the nook at the first point, you should make it accessible for both teams, not just attack pouring in. The back route on the third point is practically pointless; offense has no need since it'll hardly help them sneak around and their next spawn is right next to it anyway, and defense has no use since any kind of sentries or stickies you try to put up there won't be able to touch the enemy until after they've capped. Either build that route to go somewhere else, or erase it entirely. As for the upper walkway at the final point, that should not be two-way. The final point is difficult to defend as is; you don't need to make it even easier for the attacking team by giving them easy access to the high ground. They only need that one walkway to get to the upper platform; don't give them that shortcut to immediately cut off any kind of sentry or dispenser support the defending team may have up there. Also, the doorway leading up there from Red spawn should be one-way. There's no reason for anyone to have to go down that walkway, since they could just jump off the ledge. If you're going to make it two-way, then just delete the door altogether, since it's completely unnecessary in that case.

Last but certainly not least, is the final point. Good god, the respawn for it is monstrously long. Once offense caps the third point, the match is practically over, since in the 25 seconds it takes Red to get out of their spawn, Blu has already pushed the cart all the way. Plus, there's apparently two spawn points for Red, yet not once have I ever come out of the spawn on the other side. Make the spawn times much, MUCH shorter, and let Red come out of either of those spawns.

I certainly don't hate this map; these are blemishes that stain what could be an absolutely perfect map. If you make these tweaks, then I don't think anyone could ever have any kind of issue with it.

tl;dr, my main points were

-Make more spawn points, less spawn times, so that there's less waiting and walking and more fighting.
-Don't make it so easy for Blu.
-Don't make it so difficult for Red.
-Fix that last point so that Red has a fighting chance.

I pray that you make these changes, and that I can look forward to the map being even better.
 
Aug 10, 2009
1,240
399
1) :O :O :O Way to whip out a massive necrobump streak my god man, you're a little late on the uptake

2) This map's done and finished, and I'd be surprised if S.W.A.T.Y. regarded your feedback as anything worth thinking about :p
 

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
1) :O :O :O Way to whip out a massive necrobump streak my god man, you're a little late on the uptake

2) This map's done and finished, and I'd be surprised if S.W.A.T.Y. regarded your feedback as anything worth thinking about :p

who the fuck gave you the right to speak for me about my map?

@Citizen Snips
I could probably do what you suggested.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Well I think everyone assumed you just decided to move on to other maps like mainline or whatever. I did.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
still, you CANT speak for someone else about his map even if you "assumed".

That doesn't make you able to yell at him like that. You could have phrased that a little better, like "I'm still paying attention to Outback," or "Outback is still a work in progress."
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Honestly dude if you don't like us don't post here then