WiP in WiP, post your screenshots!

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Dem numbers, YM
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I always thought that numbers more than 2 or 3 digits long look silly on buildings THAT'S MY POINT YM GOSH YOU BULLY
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
It's night time. They're adding to the ambient light in the area (in both upwards and downwards directions so the buildings adjacent are lit all the way up) and that one at the back will be lighting up the roof (Though unless you rocket jump up there....)
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,815

Looking nice YM, though i think where you have the wooden frame thing under the corrugated iron roofs should look more like this and this on the sides.
 

soylent robot

L420: High Member
May 26, 2009
499
394

the bridge out to the point looks a little long, and the roll forwards might make it too difficult to defend. unless it starts there, in which case, derpaherp
also the big pool of water is gonna be hell for pyros
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
the bridge out to the point looks a little long, and the roll forwards might make it too difficult to defend. unless it starts there, in which case, derpaherp
also the big pool of water is gonna be hell for pyros

I'm well aware of these circumstances. But i can assure you i've given it adequate thought. It only takes 4-6 seconds (512 units) to push the cart across the bridge (give or take number of cappers) which is a fraction of TF2 gameplay and not long at all.

Secondly, water will always make the pyro weak, that doesn't stop map authors using it methodically and with purpose, even in large amounts (sawmill). It is not a rule to exclude water from all maps all the time for ever. Dropping into the water is a tactical choice to be weighed against the protection of the objective by either team and the narrow path increases the power of his airblast. I can assure you the pyro will not be a redundant class in the final battle.
 
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Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
If that's a center CP (first image) you should have some better access to it, maybe try adding some higher ground on either side for flanking options, with the ability to jump down onto the point from above.

quick example:
MeZTP.jpg

A couple of things:

The point itself is already directly accessible by jump classes from the existing platform (the red one in the screenshot).

Adding high ground over that particular area would potentially open up some pretty nasty sightlines.

Mid probably needs a high ground, but I'm going to wait for the a1 test to see how it would be best implemented.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
A couple of things:

The point itself is already directly accessible by jump classes from the existing platform (the red one in the screenshot).

Adding high ground over that particular area would potentially open up some pretty nasty sightlines.

Mid probably needs a high ground, but I'm going to wait for the a1 test to see how it would be best implemented.

Ah gothca, I think the angle of the shot makes the perspective seem off so it looked like your current two ramps were much smaller then they appeared. Still a little worried about limited access, especially it being a dead straight line across the point, but that'll be toned down in testing.