PL pl_vorwarts A9

Forwards comrades!

  1. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    pl_vorwarts - Forwards comrades!

    Blu arrives with their train in a Red occupied Frontline styled town, they need to push the cart through the rubble and debris onwards towards a Red base and blow up the base
     
    • Like Like x 2
    Last edited: Jul 22, 2019
  2. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    This update changes some thing I got from your feedback on the map's first playthrough, thanks for that btw.

    -changed some geometry
    -added and swapped some props for detail and gameplay purposes
    -edited the roofs in some buildings because I missed deleting some brushes
    -added a new blu forward spawn
    -made the area outside blu spawn accessible in setup for blu team
    -made the triggers for the mines much smaller
    -nerfed some snipersightlines
    -added another door at first that will open upon first's capture
    -added lights
    -pushed back some barbed wires
    -added some eastereggs referencing my inspiration

    Read the rest of this update entry...
     
  3. Kreg

    Kreg L3: Member

    Messages:
    100
    Positive Ratings:
    34
    I'd like to see more pictures
     
  4. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    I have some outdated ones from the previous version, sorry that I couldnt be bothered making new ones
     
  5. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    Changelog A7:

    -Connected the exits in the first Red spawn
    -Changed some minor detail elements
    -Clipped the "tunnel"
    -Moved a route at second a bit
    -Moved the blu forward spawn so players face the direction they need to go
    -The roof over the gate after second has been lowered
    -The rockets in reds last spawnroom have been removed
    -The gameplay signs have collisions turned off
    -Edited some respawnwave times

    Read the rest of this update entry...
     
    • Like Like x 2
  6. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    Discussing A7 playtest

    So apparently, people got mad at me not optimizing an alpha staged map. Sure whatever, but then people complained about the file size saying I can't properly pack. Oh well I am sorry that I can't pack a Frontline themed map with assets that take up that much file space, there is nothing I know I can do to combat it and rather than complain please just tell me what I need to do. Then some people where saying that the Frontline! project is the biggest mistake on TF2Maps.net, how can you even say that??? And then to complain about taking damage from barbed wires (which is supposed to damage you?!) when I pushed it out far enough for anyone to not walk into it when not paying attention. And also why are people complaining about a mine field killing you when it is it's whole purpose to do that! Nobody complained about it on Crashes map, why is it now so bad? The mines are located in one single area on the map and are hard to miss, my bad that you are too dumb not to notice them for a third f*cking time. And regarding the comments about my map being a flat uninteresting field with too many props, oh please just when is a map not flat? Is Barnblitz not just a flat map with a few buildings? Come on the props are necessary to block sniperlines, that's not lazy that's how it is supposed to be or would you rather get shot at from across the map? The theme is clearly a war torn city, having rubble and debris scattered around is supposed to immerse you that you are apart of the battle that is taking place. Or did Berlin have clean streets when it got obliterated by the Russians in 1945?

    I really appreciate people taking the time to give feedback, but loose insults to me and the Frontline! team is just not something I can handle, I am just a 16 year old having a hard time at school making a map with a theme I personally take interest in.

    I will be discontinueing the project of pl_vorwarts, I did not realize making a world war 2 themed map for TF2 was in such bad taste
     
  7. Yrr

    aa Yrr An Actual Deer

    Messages:
    1,123
    Positive Ratings:
    2,220
    I understand that a lot of this was rhetorical but I'm gonna try to address some of it seriously so you can learn from this.

    Repack your map, this alpha is a larger filesize than shoreleave. Nobody wants to spend 5 minutes downloading an alpha map, save the frontline assets for a later version.
    You should be aiming to make a good layout first instead of letting the detail limit you, and only use minor gameplay/placeholder props when you absolutely need to.


    These were arguably bad ideas on Shoreleave too. TF2 has gone a long time without having parts of the map deal damage to you outside of large, obviously telegraphed instakills such as trains and sawblades, for a reason. Small props that deal tick damage are awkward and intrusive to player vs player combat.
    Additionally, the minefield on Shoreleave is out of the way in a dead-end and function like a deathpit to push people in, not a hazard to traverse, which may be why it was complained about less.

    Most of the time, TF2 traditionally focuses on using verticality in interesting ways.

    No.

    No its not "how it is supposed to be", most maps deal with sightlines by making sure the layout doesnt create them. Props are a bandaid fix, and should not be relied on.

    Your theme should not be limiting your gameplay design in alpha. Focus on making a good layout before putting thematic stuff in.

    I apologise for our feedback being too harsh, but I feel you have been approaching this from the wrong place, and making excuses for criticisms rather than considering them isn't a good way to get better.
     
    • Agree Agree x 2
    • Thanks Thanks x 1
  8. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    Note of the maker
    I am putting my mind to it once again and started searching for what was causing the filesize to be so high. It apperantly was because of custom Frontline props just having large sizes, I removed all non-gameplay props from the map and added a max render distance to the remaining static ones. The barbed wire has also been removed and the one on top of the fence at second doesn't do damage anymore. The thing is I really liked it and in is kinda demotivating me a little but hopefully it will improve the gameplay experience for the testers and that is my main priority ofcourse. I don't know if I will keep working on it we'll see if people like the changes in the next playtest. Hopefully instead of being rude towards the Frontline community I'll get some constructive criticism.

    Changelog
    -brush work editing
    -removal of props
    -added more cameras
    -removed the submarine placeholder and remade the entire last point layout
    -it is no longer possible to build inside of the blu building in their first spawn
    -changed some other minor details not noteworthy

    Read the rest of this update entry...
     
  9. ComradeRoffel

    ComradeRoffel L2: Junior Member

    Messages:
    60
    Positive Ratings:
    8
    Changelog

    -Shortened the first point area so the map is smaller
    -Added more cover
    -The first point has been pushed back alot
    -Barrels at Blu second spawn have been placed behind the wall
    -Mines have been scattered differently
    -Minefield brushes have been painted to improve visability of the mines
    -Red second spawn has been made smaller
    -Added some health and ammo around the map mainly last
    -The building next to the third point has been mirrored

    Read the rest of this update entry...