- Mar 11, 2021
- 70
- 5
I got a lot of interesting feedback during the last playtest of Alongside, which is always appreciated, but now I'm asking for more concrete and actionable items. This is only my second map and the first which I'm trying to push to completion, so I'm not always sure what feedback means without extra context or even instruction. So any additional help would be excellent.
I'm finding myself receiving feedback which I don't know how to use, which I'll list below.
I've also included the following:
- Screenshots of each point,
- The most recent Demo file,
- The .bsp, and the .vmf files for Alongside_a11
1. The map is overcomplicated!
This feels like it's at the route of my problems with Alongside, so I want to put my focus here. A lot of the feedback I've received has indicated that it's a windy, twisty, labyrinthine map, so definitely, anything I can do to make it simpler would go a long way.
Feedback notes include:
- A series of areas and routes which are overcomplicated,
- Chokes are hard to identify,
- Feels unfocused,
- Flanks are either too powerful for BLU, or useless,
- The spaces aren't functional for TF2 gameplay.
2. Red has a hard time holding!
Again, I think this issue is still secondary to the overcomplicated nature of the map, but any feedback here is also appreciated.
Feedback notes include:
- The points happen before the chokes,
- No good sentry spots,
- The points don't feel like points.
3. Last is bad!
This is a known issue, but the map has fundamental problems before I tackle last. I already have a design sketched out, but I want to try fixing the rest of it before moving on to this. Probably, having the cart push away, as it does now, from RED's last spawn is a bad idea, to be reworked.
Feedback notes include:
- No good spots to hold for RED,
- It rolls super easily,
- Overcomplicated,
- Red spawns too far away
Screenshots:
A Point
B Point
C Point
Last Point
I'm finding myself receiving feedback which I don't know how to use, which I'll list below.
I've also included the following:
- Screenshots of each point,
- The most recent Demo file,
- The .bsp, and the .vmf files for Alongside_a11
1. The map is overcomplicated!
This feels like it's at the route of my problems with Alongside, so I want to put my focus here. A lot of the feedback I've received has indicated that it's a windy, twisty, labyrinthine map, so definitely, anything I can do to make it simpler would go a long way.
Feedback notes include:
- A series of areas and routes which are overcomplicated,
- Chokes are hard to identify,
- Feels unfocused,
- Flanks are either too powerful for BLU, or useless,
- The spaces aren't functional for TF2 gameplay.
2. Red has a hard time holding!
Again, I think this issue is still secondary to the overcomplicated nature of the map, but any feedback here is also appreciated.
Feedback notes include:
- The points happen before the chokes,
- No good sentry spots,
- The points don't feel like points.
3. Last is bad!
This is a known issue, but the map has fundamental problems before I tackle last. I already have a design sketched out, but I want to try fixing the rest of it before moving on to this. Probably, having the cart push away, as it does now, from RED's last spawn is a bad idea, to be reworked.
Feedback notes include:
- No good spots to hold for RED,
- It rolls super easily,
- Overcomplicated,
- Red spawns too far away
Screenshots:
A Point
B Point
C Point
Last Point