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koth_reservoir (Highlander)
Created 9th October 2014 @ 17:35
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I played mix on it and I just stood on the top controlpoint and taunted for a straight minute without putting myself in any danger. meanwhile the enemy was chilling downstairs not being able to cap. Its an interesting feature but not well done.
Also you can see the enemy through the window which makes flanking weird since they most likely know where you are.
played it today. the two capture points feature is interesting but the real fight is on the top point.
tried to play vanilla spy for a couple minutes and I felt the map was too open and light. but that’s not my regular playstyle anyway.
Just played the mix on it. One thing that bugs me most are the shutterdoors. I don’t know if it’s just a problem on my side, or TF2 universal bug. Bug sometimes moving things in the tf2 world are slowed down (payload explosions, engineers chair on the beerdrinktraunt), shutter doors are sometimes one of them.when you try to spam out lower from your own lower tunnel, this slow moving door that makes you not see your enemies even when door is open, are annoying. But I guess it’s probably a from TF2 and not your map.
Here are some minor things that annoyed me in 1 Imgur post.
Besides that it’s a fun map (at least it felt like). It has some potential as right now it feels kinda stale sometimes (look at what hartz said).
But on the other hand it forces both teams to act. I like that.
Good luck with the map in the future.
EDIT: MORE AMMOPACKS!!! Health was ok, but ammo was scary low on all of us it felt like. Usally you can just pick up dead bodies, but it felt like there were not many dead bodies.
Last edited by Atzebumm,
That mix wasn’t so good, since there is no precise strat on this map actually, the result was a 3-0. The first mix was better, with normal uber and rotation between top and bottom.
Atzebum, thanks for the pictures. Let me respond :b
01: TF2 bug :(
02: I’m thinking of removing the window in the PC (bottom), and maybe this one. I don’t really see the difference if it here or not.
03: I can remove it from now but when I’ll decorate the map with props I think there will be pipes and stuff here… I’ll remove it and see what I will put here after.
04: Yeah in fact this window is due to a modification on ~a7 version of the map. Totally forgot to remove it. There will be a roof.
05: I can enlarge it to the left or the right, or change the form of the stairs. Will try both things.
06: I’ll put the fence closer to the edge.
07: Found it funny and not overpowered. I’ll make it not solid.
08: I’ll change the roof, I didn’t think it would confuse the player ^^”
09: Actually, the prop is made like that, so the only think I can do is changing the prop, or making it not solid and putting player/bullet clip precisely on the prop.
Thanks c:
Last edited by Tuffy,
The geometry has to get shifted around a bit so the whole “Oh I stand ontop so nobody can cap” strat after you got the point doesn’t work with such little effort as it does right now.
Also this maps doesn’t have any flanks that aren’t covered in windows like why the flank from under a) that is super small and b) choky as hell.
The lack of medium ammo packs is weird as our heavy kept running out of ammo and he had to pretty much scavenge the ammo of dead players / babysit the dispenser which let to an awkward hold.
I know the map is in beta but it could use some more props than it has right now so the entire map isn’t a sniper sight line but I am sure that will get fixed aswell as the crane that shouldn’t be accesable for demos/soldiers.
There should also be more ways to push the point than pushing from the shutter door ontop or from that choky underpassage because once a team is in control of the point you can cover both entrances with almost no effort. Just glue a demo to the shutterdoor and the heavy will ocasionnaly rotate to the stairs that lead to under.
Also maybe it is just me but those top metal panels should be made a bit more accesable than just for scouts or soldiers as it will give you an advantageous and better angle to push or control the point than just sitting ontop of it. It’s just a bit stale but maybe I am looking at it from a wrong angle since I played medic and did not get to see much of the map
Quoted from Tuffy
07: Found it funny and not overpowered. I’ll make it not solid.
I didn’t think #7 was overpowered, I just thought it’s a weird place you are able to access. Demo and Solly are only classes who can go up there by themself (no, we’re not talking about engie now), and for both, no matter how high the highground is, there’s no reason to be that high (IMO).
Only thing I’m afraid of when this is accessible: maybe more stuff to render/work on so fps suffers. But I actually don’t know much about mapmaking….
@asaaj For the flank, I will remove those windows. For the ammo, I will upgrade the small ammo pack on top to medium pack (near the stairs). For the crane, yeah I’ll make it not solid. And for the snipeline, the only one I want to fix is from lobby to ennemy spawn. For the other, tell me where they are (I see one from lobby to top point and balcony aswell, but I don’t find them overpowered).
For the ways to push, I will enlarge the stairs first, maybe it will change the choky form of the stairs. And for adding a door or access to push somewhere, I wonder where I could put it x)
And for the access of the metal platform, if I make it available for heavy, engi (engi actuallyt can jump but it takes some time), and all the rest of the team, the top will now be unattackable.
@Atzebuum Yeah I will remove that crane. For the FPS I will work on it for b4 with adding areaportal.
Another thing I want to do is adding a 2nd way of exit for the spawn.
Releasing B4! Edited the first post, map is on serveme and available to download here https://www.mediafire.com/?3dcdbf01tn7gb3q
Some screens:
http://hpics.li/e1cebaf
http://hpics.li/5333124
http://hpics.li/92adb2f
http://hpics.li/4bdeb32
http://hpics.li/ecf5a7e
Last edited by Tuffy,
Actually working on the decoration of the map to get something good-looking for b5. I don’t plan to change the layout from b4 without more feedback.
Last edited by Tuffy,
The map looks decent but a bit hard to navigate in the beginning. I had really good fps (150-275) on every part of map(I usually have like 30-120).
The only major problem I found was that you can cap while standing on this: http://imgur.com/ciVidL9
But not this: http://imgur.com/QkKvO79
Spamming bottom point from these platforms is too easy: http://imgur.com/h7PCcJE
Also, for some reason this corner fells weird: http://imgur.com/YzuE94U
Could you cut off a part of it or replace the whole thing with a wider ramp?
Last edited by RaNDoMiZe,
Thanks for the pictures.
Good for your fps, but the map is empty so it’s normal to have that kind of fps x)
I’m adding props and stuff, so I think it will lower a bit ^^
About the possibility to cap on these fences, I will make the trigger less high. And for the spam, I have three choices. Make the ramp less large, as b3, but the ramp itself will become a spambox. Or I can enlarge the little wall but again I think the ramp will become a spambox. Last choice is to keep it like that, because the window of spam is very small and the capture zone is big enough to be safe from it.
And for the corner I have already a plan for it :b
Last edited by Tuffy,
The maps is realy Flat, dont know if its a good thing or bad thing. But i don’t realy see a good position to hold. Maybe add more entrances to mid so there’s more way’s to push from, maybe make the lower area a bit bigger.
For now pushing lower seems stupid since it’s just realy chokey.
I’m not experienced with the map yet and havent realy played it properly, so what do i know 8)
Last edited by Bob Bami,
Quoted from Tuffy
Thanks for the pictures.
Good for your fps, but the map is empty so it’s normal to have that kind of fps x)
I’m adding props and stuff, so I think it will lower a bit ^^
Please don’t. I like having my fps higher than 60 sometimes
Quoted from Bob Bami
The maps is realy Flat, dont know if its a good thing or bad thing. But i don’t realy see a good position to hold. Maybe add more entrances to mid so there’s more way’s to push from, maybe make the lower area a bit bigger.
For now pushing lower seems stupid since it’s just realy chokey.
The map is flat yeah, but I don’t want to put too much top position on the top mid, the platform are enough I think because I don’t want to create a unique way of fight from top. Actually, holding under is nearly a guaranteed way to get to the top. In a mix, we applied a strat that was: getting under, preparing uber, going top uber pyro/heavy, pyro airblast away people from the point, heavy does his damages, and a scout or engi can cap from under. Worked well and everyone was holding under. If you can get the point, I think holding under is a better solution to keep it. But future games on it will tell if I’m right or wrong.
Actually the B4 version is here to test the layout. The B5 will be, I think, the version that wil be played this season. The map won’t be empty and the layout will be updated.
Quoted from Max
[…]
Please don’t. I like having my fps higher than 60 sometimes
Sorry but actually the map is totally empty and I hate that. Don’t worry I won’t add a tons of things, but enough to get something cool. You won’t lost so many fps, maybe not at all.
preview? :D
Also during these mixes, what happened whith the team who didnt own the point?
were they just waiting for uber. was it possible to get picks?
These doorways look like they can easily be shut down and the enemy won’t be able to do a lot untill they get uber.
Last edited by Bob Bami,
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