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cp_photic

Created 9th January 2010 @ 10:05

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demsii

EPA

middle looks nice, sure, but it’ll guarantee a big fps loss like ppl say for ppl with less good computers. Also it looks too cramped for a middle. If you’d made it more open that’d be good. Because strangely enough you do make cp1+cp2 more open :P

Also, do I see like 5 entrances to cp2? (I’m only judging from the screenies)

Cp1 looks nice, but perhaps too open for a cp1, it’ll be a bitch to defend and maybe too easy to spam for the attacking team. Maybe add some obstacles?

Just my 2 cents, like I said, I’m only judging from the screenies so I could be wrong :)

Acegikmo

-disco-

You are absolutely right!
The openness of the final cp and the amount of paths is something that I will have to work on before detailing the rest of the map.

jgmaster

BM

Distance between yourself spawning and shooting cp1 is too much IMO. I can see defending last gonna be hard if it takes that long to spawn and walk to the first cp.

ilike2spin

RLM

Middle…looks…amazing! :o

Totally agree, aesthetically the best thing I’ve seen in a map so far even though it’s indoor, it still manages to be original (as far as I know anyway). I hope it plays well in testing!

Having now had a bit of a look around I’m slightly wary that there only appears to be 2 entrances to mid for both teams (admittedly one of these is kinda split.. but not in practical terms if you were holding it as a choke). This might make it a little stalematey when a team has taken mid and another is defending 2 so you might toy with the idea of adding an extra half/flanking route to mid (i.e. something that comes in more from the side but has a bit of a cost associated with going that way.. either cos it takes longer or is cramped and easy to spam.. whichever :> ).

One interesting thing about the mid fight was that on first look I would think that most teams would have a tendency to push into the far right of mid to take the high ground.. this is currently kinda unique as if both teams do that there’s the big pipe across mid which stops them seeing eachother :D I’m not saying that’s necessarily a good or a bad thing.. would need play testing to find out, but it’s certainly nothing I’ve seen before.

Last point is always a hard balancing act to get right and I’m not sure I can tell if this is going to play ok as it is. It’s pretty open so might be reasonably easy to attack (should be fairly simple to keep the defenders off the point by running a sniper for instance).. but it’s also pretty big so attackers may have to uber quite a bit earlier than they’d like giving up some uber advantage to defenders.. sooo yeah, guess we’ll have to see how that goes. Incidentally I think the see-through pipes going into last could be a really interesting feature :)

Acegikmo

-disco-

Having now had a bit of a look around…

Thanks for the massive chunk of feedback!
This kind of gameplay suggestions/feedback is exactly what I need, since I have no experience playing competitively.
I’m not entirely sure if I need yet another path to the middle point as it is right now. The paths provided are pretty far apart, giving players the opportunity to attack or flank from whichever direction they like. And like you said, the highest points of the middle point are not overlooking eachother. This is simply an attempt to prevent spam and to reduce the sightlines.
As for the last point, you’re right about how open it is. I have a few ideas down the line that I may implement.
Again, thanks for the excellent feedback!


Last edited by Acegikmo,

antyjc

2ne1

I dont think you need any extra entrances on mid, granary only has two, badlands only has two, obscure only has two, gullywash only has two, etc. I think it works.

I agree that there are a lot of entrances to last though, i dno, maybe just one entrance on each side, rather than a top and bottom entrance?

JG i thought that aswell, but if you look at the gran/photic comparison, the distance to first is about the same, i dont know if it will need tweaking till i’ve played it, but it seems fine.

The map itself does look really nice i have to say.


Last edited by antyjc,

Badlands only has 2 entrances to mid? I’m not sure how you’re defining entrances but surely on initial arrival it’s got 4.. valley, main door, balcony, choke.. and if you’re holding at mid having taken it then pushing up slightly then at the least it’s got valley, choke, and house.. unless my arithmetic is failing me that’s 3 :s

Granary held from mid is obviously only 2 chokes..but the reason that’s not a huge problem is that one of them is ramp room which has an extremely wide door and also the fact that the ramp room door and right choke are spaced so far apart that a demo can’t sticky them both up and wait while watching both at once. On the mid point of photic however my worry is that exactly that would be possible as a demo defending mid pushed up on the left side could sticky both doors and have a clear view of both of them.. he’d have to be quite close to them so it might not be an issue (if an early uber would guarantee him getting killed for instance) but like I said it’s just something to look out for in play testing. If you find you get more stalemating than you’d like between 3 and 2 then that might be the issue :D

Acegikmo

-disco-

Alpha 8 is now out!
The final cp has been remade into something different :)
It still needs alot of work, but I think it’s alot better!

Darn

rockit like

This does look good, have to try it and give a better review.

Acegikmo

-disco-

The first post has been updated with photic alpha 10. I’ve done some changes around the last and second points.
Let me know what you think after you’ve had a chance to try it out!

Leifalot

[Ci]
>sᴛ<

Played it through tf2lobby today and it was loads of fun!

Acegikmo

-disco-

Updated the first post with alpha 11!
Changes from a10:

—-
cp_photic alpha 11 (12:th March 2010):
—-
– Fixed off-grid brushes at the second point area
– Clipped fences at the second and middle point
– Clipped the glass walls and the firebells at the middle point
– Detailed a bit at one of the side paths to the final point
– Changed some misplaced blue textures on the red side
– Detailed a hallway between last and second and a wall near last
– Connected the two sidepaths to the last point with a catwalk through the middle path
– Playerclipped the stairs to the second point
– Added some slight height variation in the right side of the mid to second passage
– Removed the path going behind the last point
– Added a normal map to the white tile floor texture

Andee

GoT<3
HoT<3

ahhh… if someone wants to lobby/pickup it tonight, I wanna join. Looks cool. I will post feedback asap :-)

ilike2spin

RLM

Really liking this map, hope it gets some more attention so we can get some feedback to the maker and make this a great new map. I’m up for mixing if anyone else is interested, give me a shout on steam or irc in #etf2l.

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