Discussion in 'Map Factory' started by stegarootbeer, Feb 9, 2013.
An a/d map with 3 cps and a cliff side.
So is this like Gravel Pit, where they have to capture the first two points and then the last one unlocks? Or is it just like 2Gorge with one more point?
also, a download link helps
Like mountain lab.
I've uploaded a video of your map from last Saturday evening (a1a version).
I didn't really like the cover you've added to B, I feel you could add a sentry spot somewhere around there instead. The cover made it look harder to capture since nobody from the flank spot could defend you as well.
From today's gameday:
Just missing cubemaps??
On a different note, the map download link on this page is broken.
Looks like a case of missing cubemaps to me, unless that little sign in the last screenshot has a custom texture (my guess, default chrome metal without cubemaps)
Yep, it's cubemaps.
Here's some feedback on cp_safebox_a10a as promised.
First, this sightline needs to go:
To be quite honest with you, while I thought the "fighting-in-the-spawnroom" idea was kind of cool at first, I'm beginning to think that your map is suffering from it. I think keeping your spawn room as a structure to block visibility would be much more useful, maybe with flanking paths around it but not through it.
Secondly, I thought that the following area was too large, considering that it's more of a flanking route:
I would suggest shrinking it up a bit to where the blue outline is, and moving a health pack to the location specified, making it easier to access for players coming or going. Also, the inside of that building pointed at by the orange arrow should be changed as well, perhaps move the doors so that they don't make such an obvious hallway and sightline?
Next, this room here is quite large considering it's only a passageway to other rooms. I would suggest focusing the players' movement a bit by either giving a reason to go there ( a health pack or ammo) or just blocking it off a bit.
The actual A point is pretty good in my opinion, and I really like the width of the bridge leading to it. However, Red doesn't have a lot of options for setting up sentry guns or other defenses without putting them in extremely vulnerable positions. I would suggest either putting a barrier above the point or moving the bridge off to the side to make an alcove for a Red engineer to build his nest.
This area is really large and open. I would suggest condensing it like so:
This area is hard to hold onto as Blue, making it difficult to push at times. A small health might help.
Stairs might be nice here:
Finally, it might be nice to try blocking this off, right now i find that area just a pain in the ass to be in:
Hopefully that helps.
From earlier this week...I sticky jumped up only to realized I could only stand on the balcony's guiderail...and there's no floor for said balcony...
Separate names with a comma.