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[Contest Entry WIP] cp_fool_hill (formerly drylands)
Created 9th February 2009 @ 12:34
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cp_canyon would be a fitting name
cp_canyon exists D: http://www.fpsbanana.com/maps/41095
And I don’t plan for it to be in a canyon ;)
I’m planning on sticking with this name unless I get a better suggestion.
We just played a 6v6 PCW on this map.
What we think of it:
Mid seems fine. The crates, the buildings.
Seconds point isn’t too bad, but a bit strange. Hard to figure out where to stand to defend it, but maybe that’ll make it interesting, i dunno.
Last point is pretty easy to defend. You got the height advantage, unless the attacking team comes from the battlements, but then they ahve to go through 2 small doorways. This all should still work though, were it not for the respawn times. You could kill them, go in for the cap, only for them to respawn real fast and kill you anyway. Maybe up the respawn times for defence a bit?
Health packs seemed to be distributed fine.
I will give a link to the sourceTV demo of our match when it’s available.
Overall: i think you’re going the right way.
We just did a playtest.
I really liked it already :)
However it felt a bit generic sometimes, especially the fight for cap 2. Cap 2 is really open and most times both teams are on the ground fighting in a big empty room.
The mid fights worked out well. I really liked how the houses are placed. One side cant just run into a house and spam outside. Blu will need to run to the opposite side to get inside the blu house and you need to walk a bit before you can spam outside, and an enemy soldier who jumps on the first crate can block the medic from getting there.
However the part between 3 and 4 is a bit to open/large. It has no real chokepoints, you might want to make the platform on the left a little smaller and maybe cut a part of the offence side of the house on the right.
The last cap is kinda easy to defend. The cap is 5 feet away from the respawn and the respawn timers are pretty short. So it might be best to move the spawn back a little. In any case, make the respawns longer. The best tactic for offence cap5 is to go upstairs and then push to the right. It might be nice to place the stairs to the second floor closer to the second cap, that way it will be easier for offence to get hold of the first floor. And if you place the stairs at cap2 itself the fights there might also be more varied.
Another idea might be to change the stairs leading directely to the last cap. If you change it into a wide ramp it will be easier for offence to get to and on the point.
At last I get proper decent feedback!
Thanks guys! (especially akill for setting up the channel)
I’ll try and do a pickup myself before I make any changes (although I’m definately moving back the spawn on final CP, maybe even restructure the thing a bit).
:D
Not sure which versions the feedback is from though so… anyway, page has been updated with the new one.
Just played a2a in playtest pickup, (not sure if it’s the final version).
At the second CP of red side, on the balcony with the window that you can push into there are two small medpacks stuck together.
The spawns are way too close to first CP.
If these have already been fixed sorry, but other than that the map is pretty decent.
Edit: Lol, seems we’re nearing alpha four. Shut up Shintaz :x
(And also, I think the sky is a bit dark and makes the map look miserable, we need prettiness :DD)
Double Edit: New name needed :x
played a2a, great map, really well balanced respawns imo.
Some areas of the second point seem unnecessary and add to the massiveness of that area, which can be counter productive to learning what ways you want to get to.
Great use of health kits, cant wait for a finaller version.
played a2a, i love the map, i think the way it works brings a variety of options for attackers and defenders. The alley map favours a good heavy with natasha as the areas are quite open. however there are enough cover point from overlooking windows/balconys that i think decent teams that get to know the map will allow it to be a flavour of the map rather than something that is overpowered. I like how this makes heavy useable.
However cp1 has some epic fight in it, although it did seem hard to attack, maybe respawn time is too low? I cant really comment because obviously there is a newer version of the map to try
if future versions only refine and emphasize on the feedback this map will garner it will be a strong contender imo for the compo
most points alredy mentioned
but if you are going up the ramp for attacking last cp the way is a bit too small were the door is. its hard to get past the door without opening it only if you are realy next to the wall. and its hard to avoid massive splash damage there as medic. a bit more room for preparing attacks on top would be good
actually you are opening the door as defender and nearly stanind on the wall :P
Just tried a2a out on my own, haven’t played it yet with spawntimes, but according to the other replies that’s well balanced so no problem here.
What I worry about is that the second point is really open. When you have to defend it, you will probably have a very hard time since you can get attacked on 3 different sides, and there’s also 2 ways up top. I think that has to be playtested by myself to confirm if that’s really a problem or not.
The other thing I noticed is at the bridges around the middle point. You can jump on them to get to the different “balconies” at middle CP, but there’s no way you can get a medic there (you’d have to walk a long way back and up and stuff to get there). I think it would be cool to be able to have your medic there, so I’d suggest some stairs around the middle point (on the left side, when you walk to it from your own CPs).
Other then those points, everything is really cool imo. I can see this map doing very well in the mapping competition and in the competitive gaming scene ^_^ GJ
The layout has changed a bit in a3, but I’m considering re-adding the back entrance to the building on that side you mentioned, to make the middle a bit less linear.
New middle:
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40001.jpg
I’ve added a back entrance there as well. I’m going to go and look at the final point now.
I’ve attempted to change the final cap a bit, not sure how this will work at the mo, but:
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40003.jpg
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40002.jpg
(The spawn is under the shack bit behind the point)
It’s a little crude; I’m considering completely deleting and remaking the final part, so that there’s more opportunity for flanking.
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