Remix
L69: Deviant Member
- Feb 27, 2008
- 69
- 15
Last night seemed like a pretty successful playtesting session. The changes from a4 to a5 are a huge improvement to the map overall. My biggest complaints:
1: It seems like too much canyon. The 2/4 point seems more fit for a building layout, or for more buildings to be in the area. If you made the 2/4 point more of an enclosed area, it would seem more appropriate for 1/5 to be in more of an outdoor area again.
2: Scouts and snipers dominate the map. I led my team for 4 rounds by a margin of 15 points while playing scout. Not sure if this was just team balance, or the map itself. We didn't really have any amazing snipers in last nights playtesting, but I can definitely say that any decent sniper would be able to completely shut down any other class on this map.
3: Last point is still too stalematey. When people were talking about creating good areas for an engineer to build, don't listen to them. If you have played competitively before, you would know that engineers are extremely situational. I thought that the last point had plenty of good sentry positions, the engineers just never properly executed them.
4: I don't think that pub playtesting is what you need or what you want. I hope that we can setup a couple of pugs to playtest this thing. It would get you the feedback that you actually need, especially if you could get some talented players into the game.
Comments (good and bad) on the map that I heard last night from some of my buddies:
1: First impressions - Confusion, lost, too big, too open, stalemates on last point
2: My buddy that was playing demoman said the following:
- Map is too open for demoman play
- Stickies are only useful for spam, nowhere to set traps
- Middle point is perfect, DON'T CHANGE IT
- 2/4 and 1/5 points need major work. Consider either complete redesign or major overhaul
3: Another buddy who played scout with me said mostly the same things I already mentioned.
1: It seems like too much canyon. The 2/4 point seems more fit for a building layout, or for more buildings to be in the area. If you made the 2/4 point more of an enclosed area, it would seem more appropriate for 1/5 to be in more of an outdoor area again.
2: Scouts and snipers dominate the map. I led my team for 4 rounds by a margin of 15 points while playing scout. Not sure if this was just team balance, or the map itself. We didn't really have any amazing snipers in last nights playtesting, but I can definitely say that any decent sniper would be able to completely shut down any other class on this map.
3: Last point is still too stalematey. When people were talking about creating good areas for an engineer to build, don't listen to them. If you have played competitively before, you would know that engineers are extremely situational. I thought that the last point had plenty of good sentry positions, the engineers just never properly executed them.
4: I don't think that pub playtesting is what you need or what you want. I hope that we can setup a couple of pugs to playtest this thing. It would get you the feedback that you actually need, especially if you could get some talented players into the game.
Comments (good and bad) on the map that I heard last night from some of my buddies:
1: First impressions - Confusion, lost, too big, too open, stalemates on last point
2: My buddy that was playing demoman said the following:
- Map is too open for demoman play
- Stickies are only useful for spam, nowhere to set traps
- Middle point is perfect, DON'T CHANGE IT
- 2/4 and 1/5 points need major work. Consider either complete redesign or major overhaul
3: Another buddy who played scout with me said mostly the same things I already mentioned.