KotH shortcut

Discussion in 'Map Factory' started by Zipnet, Apr 20, 2014.

  1. Zipnet

    Zipnet L1: Registered

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    Hello people.

    Here is my first map for TF2.
    I'm still lacking experience but I hope your feedback will help me progress.
     
    Last edited: May 16, 2014
  2. takabuschik

    aa takabuschik

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    the layout looks nice as far as I can tell from the pictures (maybe consider making the cp and cp area bigger? it's hard to tel but they look a bit too small), can you post a top-down view?
    also, most of the doors look way too narrow, widen these up!
     
  3. puxorb

    aa puxorb L69: Emoticon

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    I played this with bots today; not the best way to test a map by any means, but I did get a good idea of the gameplay. To start off, I must say that this is a pretty damn good layout for a first map. Healthpack placement is good and overall size is great. You seem to favor all the classes' play-styles pretty well (some a little TOO-WELL, but I will get to that later). The accessible roofs make for some interesting gameplay, although I would recommend maybe increasing the height of some buildings and adding a playerclip on top to make some classes like demoman/soldier a little less effective.

    As you will see in these screenshots, being on the roof of the closest "short" building to spawn gives you a HUGE advantage over the entire playing field.

    A single "ninjaneer" can dominate the entire battlefield.
    [​IMG]

    32 points in a single round without giving up the point once is quite significant.
    [​IMG]

    A single Demoman with a Scottish Resistance can easily see the entire play area and take out enemies before they can react. It was very effective, I got about 25 points in one round without dying.
    [​IMG]


    On a final note, I would like to say that the overall map was a bit dark. It was lit just fine around the capture point and the insides of the buildings, but in some areas players completely disappeared in your peripheral vision.
     
  4. Zipnet

    Zipnet L1: Registered

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    Thanks a lot for your feedback.
    I'll do something about those roofs and the lighting. It shouldn't be too complicated.

    Unfortunately, I won't be able to work on it during the next days due to school.
    I'll keep this map up to date once I am clear.

    Good day.
     
  5. Limeaide

    Limeaide L2: Junior Member

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    Bots are not the best way to test maps. They aren't entirely indicative of actual gameplay, which is why you submit maps to gamedays.
     
    • Thanks Thanks x 1
  6. Egan

    aa Egan

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    We played a1 in an impromptu test. The map was new and cool but it was hard to survive in the middle and players were not really drawn towards the middle. So at first it was hard to find the mid cap and then if you could find it you would just be spammed out and killed very quickly. Turbo mentioned in the feedback, but I want to also reiterate that it was pretty boxy and cramped in certain areas. Jumping around as scout even it felt very tight and restrictive. Anyway, here is the feedback from the test, and here is the STV demo.
     
  7. Zipnet

    Zipnet L1: Registered

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    Hello everyone.

    I uploaded the second version of this map after taking your feedback into account.
    For the next release,I'll concentrate on better lighting and optimization.

    In the next day,I should be able to update this map more frequently.

    I'll be thankfull to anyone testing and giving me feedback.

    Have a nice day.