GameBanana shows no ads to members. Sign up now!
Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

DETRA V3

A Map for Team Fortress 2

Updates

Version 3! 5y
  • - Detailed more
  • - Balancing
  • - Visual Improvement

Back and better!

I changed a lot of textures, added and updated lots of things, i mainly wanted to see where it stood on balance varying on different servers because of customized changes some have unique to them.

This update is mainly visual, but also some changes to balance out game-play. 

I'm always taking suggestions or ideas that come my way towards any map so don't by shy!

Thanks peoples enjoy the map

PigPig is cool man person


Files

Alternate File Sources

Todos

fix the purple checkered textures Place the map on a island surrounded in water 3-D skybox
Sign up to access this!
  • Chdata avatar
    Chdata Joined 8y ago
    Offline
    Team Fortress Karts Flag Affiliation: Team Fortress Karts
    1,902 points Ranked 21,473rd
    12 medals 1 rare
    • Returned 1000 times Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    Chdata Team Fortress Karts Flag
    Affiliation
    Team Fortress Karts
    5y
    Wow, I sure wish I could have logs or information of what post of mines was trashed and why.
    I am an impossibility.
    URL to post:
  • FlipFTW avatar
    FlipFTW Joined 5y ago
    ded
    391 points Ranked 50,099th
    5y
    Woo!

    A very well made map, hard to believe that it's your first just from playing around in it.

    Merc spawn seems to be the popular hold, as it has a good sight line of the rest of the map, but it's balanced as there is no immediately available health or ammo in this area besides one small hp and ammo. The rest of the map has several hiding holes and good sight lines that pretty much ensure that no matter where on the map a merc can put up a good fight.  

    The real hp and ammo (mediums and above) are indoors, preventing the solider form completely dominating the map by being able to rocket jump forever.

    There is an issue, however, with a lack of small health and ammo on the outdoor parts of the map. The 2 corners far from merc spawn could possibly use a group of small hp and ammo, as currently there is no incentive to go there. although the map does well in ensuring that players must visit indoors to get fully resupplied, at times other regions just feel completely starved :c (Region on map far from merc spawn has no ammo or health)

    The current teleporters don't lead anywhere really significant, although both are found indoors, the region they teleport to outdoors has no incentive ammo or health, I suggest the region one of the teleporters leads you to, the island, contain a cluster of 4 small ammo and heaths (1 for each corner)

    Vi Veri Veniversum Vivus Vici
    URL to post:
  • Chdata avatar
    Chdata Joined 8y ago
    Offline
    Team Fortress Karts Flag Affiliation: Team Fortress Karts
    1,902 points Ranked 21,473rd
    12 medals 1 rare
    • Returned 1000 times Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    Chdata Team Fortress Karts Flag
    Affiliation
    Team Fortress Karts
    5y
    You should bring back the outside area instead of making it a fall to death, and just add an invisible wall on the perimeter of the castle walls.

    Edit: After seeing the new layout I changed my mind. However, it would be cool if you made a huge area under the map that is just a plane of lava and fire. Or a gigantic mouth / lamprey thing.

    If a map will have a full health kit, I believe it should be the only one in the map as many will fight over it, but for a single person it will let them survive for a long time.

    Medium health kits depend on their location but there can be more than one.

    Small health kits can be littered around, but not too much. It's good if two are close to each other but far enough that you have to walk between them, like the center pikmin jump inside the book on 2fortdesk - that'd be the minimum.

    Making frogs teleport people makes no aesthetic sense and isn't all that funny. You should put some sort of actual teleporter looking thing there.

    I would go for these: https://www.youtube.com/watch?v=ckleXcjPSA8

    I am an impossibility.
    URL to post:
  • Kjin avatar
    Kjin Joined 6y ago
    Offline
    1,113 points Ranked 24,509th
    5y
    I'm not a map creator so my review won't be the best. Also, I usually don't have a lot of time to download and test the map. So my review is based of your screenshots. 

    Size

    I find size extremely important in vsh as it allows Engies to set up without instantly getting found out and Snipers are able to hit the hale without getting instantly chased down afterwards.

    Your map is a decent size with a lot of differences in areas. Though, I think it would be good to maybe increase the courtyard size by a bit so it's not an instant death zone for a Hale who goes for Market Gardening type kills. 

    Areas

    The areas in the map seem quite diverse with some good Engie spots. Though, I just want to say to try your best not to have a spot where Engies can set up and be completely unstoppable. It's best not to have deep water areas and ledges where you have to jump on boxes of some sort to get up.

    Obstacles

    There seems to be a good amount of obstacles for the Hale to jump over and surprise people. There is also a good amount of obstacles Scouts and Engies can use to their advantage and get out of the Hale's reach. None of them get in your way also, I always hate those maps that has like barrels and boxes every where. 

    Textures

    This is more of a nitpicky topic as it doesn't affect gameplay that much. 

    Your choice of textures is nice but I feel like you could use some textures from something like degroot keep. Stuff like the castle wall textures for the walls and for the developer textures on the floors you should use the ground for inside the castle in degroot. 

    Again, you don't need to take this into consideration as this is more of preference. 

    Screenshots

    Now I know this is not related to your map as it's about the screenshots of the map. I'm just giving a little bit of advice that I think would help give this map a little bit of attention. 

    When taking screenshots try to get your game to the highest quality possible. I can understand if your computer is shit and you don't want to deal with bad fps. Though, you only need to take screenshots. The reason I'm saying this is because of the amount of aliasing I see on the map because of the fences. Turn on a decent amount of anti-aliasing to make your map stand out between other maps, it makes you look less novicey if you do that.

     It also helps to get some sort of art to show off the map for the thumbnail. Use a cinematic screenshot of the map and the add the name of the map on the picture and maybe a filter or two to make it look a little colorful IF you want. 

    Medkits & Ammoboxes

    I feel this is something every vsh map should try it's best to balance in. I know it might be a little weird because most of the time Hale one hits you but it's still needed. 

    Try your best to add small health & ammo kits around some of the biggest fighting areas. Then, put some medium health & ammo boxes around the corners of the map. Making people retreat if they really need health. If you want add large health & ammo boxes around one or two areas that may be out of the way and the hale can easily trap a person in there if they want. 

    This is very important for Medics, Soldiers, Engies, Demomen, or just any class out there. Also, I don't know how many health & ammo kits are so you might have a good amount or might not.

    Ending Review

    I understand that this is a LONG post but I try to help out people who want feedback. 

    Your map is pretty good though I find it to be personally a tid bit small though everything else is good. Also, try to take in mind some of the things I said about the balance of how some classes work even though I didn't speak much on it. 

    I'm also not going to rate it since I can't really tell about the gameplay of the map if I have not played it. 

    Good luck in any new maps you make or if you edit this one!

    Socially Awkward Person avatar
    Mantra
    Socially Awkward Person
    URL to post:
  • Strombo avatar
    Strombo Joined 5y ago
    Offline
    305 points Ranked 53,184th
    5y
    i thought i fixed it ;o

    Bananite
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Strombolini
Strombo
Whole thing

Submitter

Strombo avatar
Strombo Joined 5y ago
Offline
305 points Ranked 53,184th
Strombo
Creator
  • Paypal Donate
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

License

Details

Version
3

Attributes

Players
25

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • 4
  • 753
  • 5.8k
  • 5
  • 5y
  • 5y
  • 5y

More from Submitter

More Vs. Saxton Hale Maps