Stormcaller

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Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I rather enjoyed compression blasting people off the edge... I seem to recall blasting a certain heavy named A Boojum Snark off as well.. you keeping it like that?
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Seemed balanced enough when we played it earlier, my only real complaint is that the section inbetween the two points seems rather...well, pointless really. All it seemed to accomplish during our playtest was force the offense to run a bit more to get where they needed to be.

I'm fairly certain that's the exact reason for the section. Same thing for the spacing between points on Dustbowl. It allows for the defense to get built up around the point and allows for a more dynamic battle front in which the defense can push the offense back a little and vice versa.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
I kinda missed half of this map on gameday due to afk reasons :)
Anyway I liked the parts I played (second point defence and 1 round of offence).

The health and ammo placements are smart, but unlike dustbowl and other multistage cp maps you have no full ammo nor health anywhere (that I could find). This isn't a bad thing as such, but its something I noticed when I was on fire, I could only find small kits and had to rely on medics quite heavily.

Picture time!
Team_Fortress_2-2009.06.14-21.55.11.jpg

I missed this path completely for almost the entire game! A sign that pops up when the cp is capped would help. The large one I painted on might be on the large scale, if you can, find a better model/solution that might fit better.

Team_Fortress_2-2009.06.14-22.01.07.jpg

I didn't do much thinking here, so you can ignore it if you feel it's stupid :)
With only 2 entrances to the second cp, and both visable (at once) from many angles an uber was almost required to break through a solid defence. Adding in a additional flanking route *could* help, this is a oneway path with a full health in a dangerous position (but easier for blu to grab than red). Plus, everyone likes to walk along cliffsides, for unexplained reasons.


The map is cool, keep it up! The rotated dev textures is what defines it atm but I just know you have some awesome plan to make it special ;)
 
Aug 19, 2008
1,011
1,158
could definately use more cover in the 2nd/3rd section, the first one provides nice natural cover by the different heights provided

i think the 2nd and 3rd section should be merged, or the 2nd scaled down since both entrences for blu to this section are at the far end and though on different heights still very close and weak toward an incomming sniperstack at the wide open field

fun fact, the rotated cliff texture gave me motion sickness :p