CTF Westwind

Discussion in 'Map Factory' started by Doglike-spike, Dec 29, 2014.

  1. Doglike-spike

    Doglike-spike L1: Registered

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    Hello all

    I have been working on this map during the last 9 months. It has gone through numerous iterations and playtests. It is now at a state that I feel confident with and as such I want to get it out there.

    The map is inspired by 2fort and Red Dead Redemption mixed with a little Bioshock Infinite. Feel free to provide feedback of any sorts as this is my first fully realized and released map for TF2.

    Cheers!
     
    Last edited: Dec 30, 2014
  2. Zed

    aa Zed Certified Most Crunk™

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    I wouldn't say this is a final at this point. Feels more like a beta to me in its current state. I'd recommend making it so the map isn't floating, and to construct a 3d skybox. Haven't run around it yet, so nothing on the layout yet.

    That being said, nice work so far.
     
  3. Doglike-spike

    Doglike-spike L1: Registered

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    Heh, the whole idea is that it is floating and there is a 3D skybox. Give it a go and you will see :)
     
  4. Zed

    aa Zed Certified Most Crunk™

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    The problem is that it doesn't seem to be something that could conceivably fly. If you added absurd amounts of propellers and steel girders jutting out between the landmasses, it might work, but it doesn't really fit TF2's style, I feel.

    Also, when I fall, my body lands quite quickly on thin air. Personally, I feel like I should either be hitting the ground, or not hitting the ground at all. The former would be easier to achieve, especially if you simply put what you currently have on top of a bunch of mesas.

    Another thing in regards to visuals. TF2 maps typically have spytech architecture tucked within the enemy bases. There's zero spytech to be found on your map, which is odd for a ctf map.

    Now, onto the layout. Overall, it's somewhat convoluted and the walks between the intel rooms are far, far too long. You also have a few hilariously long sightlines.

    [​IMG]
    This bank is amazing. Ax it. It makes the size of the map an even bigger issue.

    [​IMG]
    Try moving the intel to here. It makes reasonable sense as an intel room, and there's enough entrances.

    [​IMG]
    And put the intel cap zone in this building. Make sure it's clearly marked.

    [​IMG]
    Put a hole in this wall or the wall next to it to open the area up a bit and allow flanking.

    [​IMG]
    This area is really demonstrative of most of my problems with size. Both of these routes underneath are way too long, especially if you want them to be feasibly used. Rework them.
     
    Last edited: Dec 30, 2014
  5. Egan

    aa Egan

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    It does look like you put a lot of work into this! Looks like one of those hobby-maps I sometimes see.

    You should try to get it tested in one of our gamedays or impromptu tests just to see how it plays before making any monumental changes to your hard work.
     
  6. Zed

    aa Zed Certified Most Crunk™

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    Note that I haven't actually seen a full round on the map to judge most of the major gameplay areas. Most of my first thoughts are based on walk time, which is a pretty major thing for ctf, or any gamemode, really. Look at Double Cross as an example. Nothing on that map takes an absurdly long time to get to.
     
  7. Doglike-spike

    Doglike-spike L1: Registered

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    ZeNewDragon

    I like a lot of your suggestions and I do agree with the map size - However this did not seem to be a problem when the map was actually played by 8-10 people. Axing the bank and moving the intel could be a feasible way but as Egan suggested, I should try to get it tested on one of the gamedays before I make any changes.

    About the flying town, it is not supposed to make any sense, its not even magic, its just the way things are for that specific town ;)

    I appreciate your feedback :)

    Egan
    How do I go about submitting my map for a gameday?
     
  8. Egan

    aa Egan

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    Whenever a new gameday thread (example) is posted (I'll send out an announcement to the steam group when I do) you can submit your map by following the rules outlined here. As mentioned in each post, we will run a minimum 2 hours of maps guaranteed per-gameday, but depending on how long we're in the mood for TF2 may stay longer - and if a VIP can take our place as host then they're free to do so. If we still have maps left over at the end of a gameday we'll just carry them throughout the week for the random impromptu map tests (which we'll very briefly talk about in the steam chat).