PcMadness

Discussion in 'Map Factory' started by Pc_Madness, Jun 28, 2010.

  1. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    My 72 Hour map from a while back.

    A 3 stage Payload with a Doublecross / Alpine theme.

    I thought I should get a thread up incase anyone had any feedback from the tests. :)

    After todays impromptu I intend on turning the first area into more of an L shape to cut some sight lines, and perhaps consider adding something in between cap 1 and cap 2 for Red.

    Cheers!
     
    Last edited: Jun 28, 2010
  2. NanoSquid

    NanoSquid L3: Member

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    Wow. Looks fun!
     
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  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    RED have no decent sentry positions at any point in the maps length.

    Also, the rush distance for BLU to the last point is too far, you need to include a shortcut route.

    RED have a long-ish respawn timer too. It kinda balances out the excessive BLU rush distance to the second point, but if RED get caught out of position, such as by a pre-emptive assault on the second point by BLU, whilst the rest of the team caps the first point, RED get stuck in their spawn and steam rolled.

    A lot of your heights, particularly the ones you encounter further into the map, are massive. IE your drop downs into the final area. Consider halving them.

    RED spawn is kinda unintuitive in that players spend a small amount of time lost at the final area after respawning. You at least need some arrows.

    The starting area would be nicer if it was larger, with at least one significantly easily defensable position with ammo for RED to setup. first CP is always easy and inevitable to cap. Which it kinda should be, but use badwater as reference. A good RED team can still manage to defend the first point, but BLU can just spam out of spawn on your map, at any defencive positions.

    The route with the first point can be smaller in width, players get too complacent in the comfortably wide area before the final point. Plus there are too many positions for RED to counter attack deep into the gained BLU territory. Most of my deaths, on both teams even, were from being flanked by all sorts of class mixtures, let alone spy's and pyro's. This was very confusing and agitating.

    edit: Could you provide an overhead as well?
     
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    Last edited: Jun 28, 2010
  4. Hanz

    aa Hanz Ravin' Rabbid

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    I actually really like this map, even on RED, where it seemed impossible to defend both CP's. :p The whole map was actually way too hard to defend.

    I think the respawntimes for RED were a little long, start with reducing these. I don't really have any other ideas at the moment but I think you are good enough to fix it. :)

    If you need any help you can pm me on steam though. :D
     
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  5. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Cheers Grazr. :) I attached an overview for you.

    I actually had a shortcut route for Blu in the first version, but I was worried about splitting Blu up, they saw the shortcut before they got to the cart. It was kinda where the blue crates are and led to the spiral staircase.

    I was kinda hoping that forcing them along the cart track would then encourage them to go via the two alternate routes which are right by where the choke point is into the second area, but it seemed Red used them more than Blu. :p

    As for sentry positions, the original idea was that Red would build inside near the doors for the first area, while the outside bit was more of a bit of an area for the other classes to play around in. Second point I'd agree on though, perhaps I should reshuffle that area.
     
    Last edited: Jun 28, 2010
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Try these changes as suggestions, feel free to mix them up or modify them to your preference.

    [​IMG]

    green line to last point is one way door under a balcony, but it does seem a little close to the payload, where suicide runs might be OP.

    solid red bits are non-play areas and blue is high ground on a balcony edge and red circles are rocks/cover. If you don't understand bits then i can explain what and why. But you could probably just interpret bits and bobs how you feel like as you know what you want from your map more than i do. I'm just trying to make it more balanced and interesting with what you have.
     
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    Last edited: Jun 29, 2010
  7. Pc_Madness

    Pc_Madness L4: Comfortable Member

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    Cheers Grazr, I'll give some of those ideas a crack. I like the elevated area by the second cap. :)