Sandblast

PL Sandblast a17

soylent robot

L420: High Member
May 26, 2009
499
394
This is Sandblast. It's a 3 stage payload map, in tf2's traditional desert/industrial style. I thought this time I'd avoid going for a community theme (no packrat screw ups that way) or a SERIES OF CUBES layout, so it snakes through a twisty canyon and some industrial buildings.
 
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Fredrik

L6: Sharp Member
Aug 15, 2009
376
219
It seems to be kinda hard to get out of the spawn becuase of the hill on the left side that red team can use for a great height advantage if blue can't get up there from spawn, which is kinda hard to see.
 

soylent robot

L420: High Member
May 26, 2009
499
394
the blue spawn has three exits: the double gate at the bottom you can see on the picture, and there are two gates that lead to both the ledges on either side of the track.

thanks frozen i was wondering why the hazards were looking a bit weird.

thanks for the comments ^^
 

soylent robot

L420: High Member
May 26, 2009
499
394
Here's a few shots of the next version, a3. It's all from the first stage, I changed it to a multistage pl map following advice i got from testing.

a3%200.jpg

a3%201.jpg

a3%202.jpg

a3%203.jpg

a3%204.jpg

a3%205.jpg

a3%206.jpg
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
Too many signs!

In that second screenshot, i reckon you need two or less signs- the one on the faright, and one in from the left. People will see the door in the middle anyway. The cart goes through there: there'll be a crapton of defenders! They could hardly miss it with their eyes closed!

In that first screenshot, why in gods name would they need those signs? Where do you expect them to go?

Hmm this came out as cranky and strident but i dont hve the energy to retype it. Sorry.
 

soylent robot

L420: High Member
May 26, 2009
499
394
im back from my holiday and ive been doing more work on sandblast. here's stage 2:
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FE1736606A44D74F7C38C54F977AEF17209C61EA

E2E80C7A2ABA19B7436847445157E346B71A8349

6E6CC374F5B70D205AC06F70124668B0A2103588

still a few problems (such as bastard respawn visualizers not bastard working) but im working on stage 3 right now
 

soylent robot

L420: High Member
May 26, 2009
499
394
apart from a few little (but important) things like the timer, a3 is pretty much ready for release. HERE'S SOME PICTURES

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blu's spawn in stage 2
4B47CC158C1876F0D868328D76A382BFD5C1A303

stage 2 cap 1
282097DC2ED1A266D9D51BD8EAA0C3664181BF64

the track going from cap 1 to cap 2
9737F34762424BB459CCA123A3388F2948DC3C6B

stage 2 cap 2, under the gantries
A0472B6370C51DC78F7AA6BF5DE1586E56145D9E

the first area of stage 3
C046686B88F0478E7EE83C91228EC20C2098B144

the final cap area
EBB60CD6770CCD90C35256DBE12A84292034442C

bev of stage 2
C3706B5583C150E0039D6B9106858835425B0D3B

bev of stage 3
CB282D1CE798B59D276881717ECC710E55F39716

and the entire map
 

soylent robot

L420: High Member
May 26, 2009
499
394
oh man, its sandblast_a4

the majorest change is the final point:
52453767A7FA8F427F0B65ABB7E5CA2ED83878D8

one of the main complaints about the previous version was that it took to long to get to the final point, and the area was also too much like badwater's blast pit. ive replaced it with this tiered area.

F27E061D1B6F60ED8B98322809181A20098AB9F1

another big change is the first stage; ive lengthened the section between the start and the first point, and removed the route that allowed red to get to blu's spawn so quickly

039DCB85FBCC049B1C7A350B34DCA824C693B30F

stage 2 hasnt changed much except for a higher ceiling and a new spawn for red

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and this is stage 3
 

soylent robot

L420: High Member
May 26, 2009
499
394
sandblast was on the us games day tomorrow, but apprently theres something wrong with the demo recording so i cant get the recording of the test.
so im bumping this thread for feedback. i'd like some, come on, somebody must have some kind of opinion on it.
im just a little sick of every map in the gamesdays getting feedback in the threads except mine. how am i supposed to know how to improve my map if nobody will tell me?
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,388
1,227
im just a little sick of every map in the gamesdays getting feedback in the threads except mine. how am i supposed to know how to improve my map if nobody will tell me?

Getting feedback is not really always down to people begin lazy, hating you or map.
Here is old list i made sometime ago.

- Test more than once, just because somebody didn't leave feedback on your map doesn't mean it sucks or is perfect, not every issues comes up on first few playsessions.

- Join chat, i mean it, really do, you can ask feedback from people who were there if you need to, people like to give it trough chat sometimes, it is easier that way.

- Be spectator, sometimes it is good idea to sacriface some of your personal enjoyment and watch how map plays.

- Run around your map alone. While not the most effective testing method, it helps to find annoying clipping, sightlines and so on.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
(what wilson said)

Also, since the implementation of the feedback system, people don't post in threads very often. Why you posted in STV thread when you want people to post in your thread is a little confusing, but none-the-less it looks like you get plent of feedback right here... No if your confused on something, or what something more in detail, then ASK the person. You can't just expect feedback to walk up to you and start a conversation, you need to go out and get it.

ALSO: Why you posted in the WiP thread is completely silly, and un-needed.
 
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soylent robot

L420: High Member
May 26, 2009
499
394
thanks for that link Forzen. is there some way to use that site so i can see where the players gave the feedback? if not, i think can figure it out with those coordinates in hammer