By The Political Gamer
How were the pipes all made?
Oh and a big thanks for all the feedback so far.
-Removed tunnels at first point
-Reworked RED's spawns
-Moved BLU's forward spawn
-Reworked points 2 and 3
-Cut down on flanks
Not sure why, but I love this picture.
Something about it just feels so "right" for a tf2 map
Looking cool so far TPG, i wanna see this in a test sometime
The map felt overscaled. Was fun, but I don't know if its good yet. I'll test the new version more.
Very very overscaled, and no Healz or Ammo anywhere
But it was good fun.
Wooo 2 updates in one day!
-Reworked B to be more BLU friendly and "removed" the pits
-Fixed stairs that required people to crouch.
Less dramatic height variations please. A couple 256-320 ledges are fine, but they're all over the shop. utilise more 192 unit high ledges.
Also it's not obvious where to head when inside some of the larger buildings. Usually PL has the benefit of allowing players to assume a direction by the presence of the linear tracks. But you had a lot of aesthetic tracks too. More props could have served as land marks so don't take this comment too seriously, but all the grey didn't help either.
When third cap was captured BLU can rocket jump over the fence and spawn camp the little RED spawn door.
It was funner. Third is better, but it still feels lacking.
With first, the battle is fun at the beginning when it first starts and red is using the height advantage. But once blu pushes red off they have an easy role to the point, and that's a pretty long stretch of track where not much battle that matters happens.
I dislike second. The teams just clashed outside the door into the elevator building, with blu rarely using the right route to flank. And when they did there was generally too much red up there to do much. I also dislike red's spawn for that. The door out of the way, the stairway is cramped. I think you could change it to allow red to come out above or on ground level.
We attempted to play this earlier... (a3a), but the server kept crashing (not your maps fualt, just EU being pants).
One of the things that bothered me is that when the elevator gets below half way you take quite a bit of fall damage, particularly for a legitimate gameplay area. As BLU you need to fight through RED before dropping down to reach the elevator, and i should be able to push the cart as a reward for fending off my enemies and progressing. But more often than not players would drop down and die from taking fall damage. Or survive with such low health that a stray bullet/grenade from above grazes you to death.
One solution would be to make the elevator lower half the distance but at half the speed (so you get the same combat value). This would also probably make your map feel like there's less of a monolithic height issue. Another would be to have the drop distance split between 2 elevators.
Also, when people reach the bottom of the elevator, they all run into that closet room on the left thinking it's a shortcut.
On a final note, the scaffold just beyond this sections seems mighty tall.
Alright I think I know what to do for a4:
1. Add a forward spawn after BLU caps A because B is a mile away
2. Add yet more cover to last
3. Better scaling
Also I am tinkering with the idea of adding a point between A-B that would control the previously mentioned spawn.
Lastly I am reluctant to change the elevators because unless they are cosing major problems I don't think its worth messing with them.
Anyone got anything else to add?
Well at least bare it in mind. Players shouldn't be forced to take fall damage. Valve released an update to 2fort and 1 of the 5 or so things they changed was to stop people who walked off RED's battlements occasionally taking fall damage due to a pot hole outside their base.
If you're going to be addressing height throughout your map you can't ignore one of the most significant points in your map.
Would I be able to get away with it if I sunk the building down a bit and then flooded it via a broken water pipe?
I think you created the world's most annoying deathpit and corner, a pyro (In this case me) can stand at the corner and just airblast anything and anyone to their trigger hurt doom. You need to nerf this corner.
-Reworked RED's 2nd spawn
-Added a control point between 1 and 2
-Added a new BLU froward spawn
-Expanded elevator room
-Blocked access to the 2nd part of the map till after the elevator is capped.
-Made last (hopefully) harder to cap.
-Added another path to cp2
-Added windows to the upper most part of the big building to aid in sentry destruction.
-Tied door to cp2 and not cp1
-Reduced RED spawn times after cp2 from 13 to 7-9
-Reduced RED spawn times after cp3 from 13 to 3-5
-Made cp4 harder to cap by removing a flank
You still havn't fixed the scaling :C
Still wayyy too bi!g
While I do agree that a few buildings are a tad over-scaled but the map overall is fine. The number of players effect scale too. With low player counts (it was 4v4 on this test) people see each other less often and the scale "grows". If we can do a test with a full server (20+ players) and most people say its over-scaled fine it is.
Yeah other than some of the overscaled buildings it pretty much fun. Today's test was kinda small so all you could really do was a few minor fixes here and there. Also I kinda got distracted at the end of the round by surfing up the pipe at the beggining (I made it to the top) , Oh boy that was some fun now i wish there was some sort of achivement for that
I found the long hallways in the map (near the top and near the bottom of the elevator) a bit too long. This is probably a scale issue though.
Apart from that, I placed a lot of !fb for minor things. The cliff outside the elevator needs some work to make it fun though, right now it's too planar.
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