• Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

nesman

master of fast travel
aa
Jun 27, 2016
913
Rumford - Paper mill payload

There is a lot of lore behind this map. It is based off of a paper mill in nothern Maine in the town of Rumford. This is my entry into the Rule of Three's contest.

Contributors: Me (The Map), Zeus (Materials), & Izotope (Models & Materials)
Other Assets from: Void (Slaughter Assets), Crowbar (Stripeless Metal), & Gadget (Railroad Tracks), FGD5 (Trucks & Forklift), & Bakscratch (Industrial Doors). (Think I got them all).


Rumford_Paper_Mill_2.JPG
 
Last edited:
Oct 6, 2008
1,907
liking it so far :)
 

nesman

master of fast travel
aa
Jun 27, 2016
913
A1 testing notes. 2 Tests, EU then US.
Feedback Page

General
Needs FPS improvements.
Needs Signage.
Needs door clippings.

A point
The chicken wire from a distance was hard to see and gauge depth.
Make tire jump easier.
Otherwise A felt ok.

B point
Hard to attack.
  • The high ground does not give you an advantage over the sentry.
  • To access the other route, you must cross a sightline.
    • Doesn’t feel super useful unless you are an uber heavy.
    • Red seems to hold in front of that flank too making it inaccessible.
  • People kept walking to this route trying to get to A, might re arrange this area to allow for blu forward to be placed here.
  • Sentry cove is strong because of this.
C point
“a lot of the areas at last might be too dangerous? like it got kind of boring to push cus u died so fast”

Add rollback on last.
Blu had a hard time pushing into last.
Add door to pit.
Walk times were long.
  • Move blu forward closer?
Lower route didn’t feel powerful enough.
  • One way might be bad or places oddly.
The other route was hard to tell if red was there.
  • Add some windows or something.
  • Make that route better as well.
Sightlines into last were very strong.

Turntable Area
  • Red seems to be holding just outside of this area after blu gets past the turntable.
 

nesman

master of fast travel
aa
Jun 27, 2016
913
A2 Notes. 2 tests US/US.
Feedback page

General
RED players kept getting lost. B spawn and A spawn.
Ammo/Health could use a look at.

A point
RED team kept going the wrong way.
Red dev textures were scaled for some reason.
The room that leads to the bridge felt strong for RED and strong for BLU in different rounds.
  • First round of second demo. BLU uses that room a lot and its very strong for them.
  • RED doesn’t seem to be holding in the area I thought. More towards B and around the track corner and under railroad bridge. (See ReLive Videos/Demo)
  • Each round BLU pushed through that room. It’s too powerful.
BLU respawn time could be shorter.
Weird shadow at BLU spawn gates.
Jump route might be bad…

B point
Routing felt weird leading up to it.
  • The “tight” buildings wasn’t getting used by BLU. RED kept pushing them out and holding in front of it. (See ReLive Videos/Demo)
  • 2021.03.14-18.06.png
  • The routing for BLU from their spawn was weird.
Respawn times for BLU could be lowered.
RED team kept going the wrong way.
Clip ramp to make lo-fi happy.
Bad Sightline from B spawn BLU.

C point
Turntable area felt like it was just an area rather than a space for RED to hold outside of last.
  • If cart rolls back it dings again.
RED has a “hard time” setting up for C. Could be a combination of bad players and the turntable room.

Hopefully this update doesn't take me too long I don't get it in before voting starts.

Additional viewpoints are welcome.
 
Last edited:

nesman

master of fast travel
aa
Jun 27, 2016
913
-added shithouse outside of BLU spawn.
-added some textures to BLU spawn.
-changed shape of BLU spawn.
-changed flow into A.
-changed B.
-removed route at C.
-moved spawn at last.
- a lot of other stuff, I finally had motivation to work on this again after starting my summer semester.

Read the rest of this update entry...
 

nesman

master of fast travel
aa
Jun 27, 2016
913
so turns out I had force respawn for red team when they capped A. This is merely a hotfix kind of update, I want to test if this changes anything. I absolutely will still look and value all the feedback, probably still use it tbh, testing for a9, I just want to know what happens without one tiny logic piece.



-added door back to A.
-removed force respawn for red team.

Read the rest of this update entry...
 

nesman

master of fast travel
aa
Jun 27, 2016
913
I got some feedback from a couple of competitive players. Figured I would post the notes here.

First
- Sightline at first looking into spawn door.
- Combo would go far flank.
- Could use another flank (a real flank, more impactful).

Connector

- Only has 3 ways to enter and can easily see all 3 at once.
- Might make that upper house that divides A and connected into a flank.
- Very long sightline down the flank but might be fine.

Second
- House would be a worse hold.
- Better to hold on tracks? Maybe not. All the places where combo would have downsides.
- Might be harder for red to push forward and take back forward holds.
- Spawns are fine for red. Blu has a long walk – that could be moved up to the shack at A? not a bad thing but something to watch for.

Turn Table
- ??
- Good hold?

Last
- Long hall
o Awkward. Very wide and long with a crate in the middle.
o Add more geo to work with.
- Length to spawn from long hall is really long.
- Ceiling could be a little higher. (could make some cool details with it? Also good for high bombing).
- Long rotation time?
- Buffer area is long.
- Sewers
o Doesn’t serve much purpose.

Recap
- First doesn’t have a defined flank.
- Second flank doesn’t seem super useful.
- Last, flank is really weird.
- 6/10

- Flanks are the biggest downfall of the map.

First
- Sightline into 2 spawns.
- Crouch peek on the house.
- Rotation route no real purpose.
- Rotation feels awkward.
- See through stairs at house is bad.
- Replace planks with ramp.

Connector
- Not sure if it can be held.
- Being able to shoot over the props in house might be bad. Fix.

Second
- Not the best holds?
- Sightline looking into building from blu flank is wack.
- Red spawn is fine. Blu is way too far.
- 4 points :jermapluto:.

Turn Table
- The flank leading into the turn table is kind weird?

Last
- Crack sightline through the crate ramp.
o Replace with stairs?
- Likes last.
- Doesn’t like sewer.

Recap
- “Its close”.
- Don’t do 3 :(
- If the turn table becomes a point, its like swiftwater close, but it is close, depends on spawns.



TODO:
address feedback about last flanks
address feedback regarding A flank
address turn table flank feedback
address other feedback
fun detail :)
 
Last edited: