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By: Caffeine Powered
A non-linear control point map set on a spaceship, the objective of the map is to capture the enemy's home control point, only this point is necessary for victory. Due to the non-linear nature of the map, it will play comfortably with up to 32 people.
To unlock the home control point a team must control two out of the three center points, A, B, and C, which are open at all times.
There is a bonus control point, marked with an exclamation point on the HUD, controlling this point grants the team access to forward spawns and a respawn timer bonus, but does not contribute to the overall point count needed to unlock the home points.
Forward Spawn Mechanics Explanation:
To activate forward spawns at points A and C, a team must own the extra point indicated on the upper left part of the HUD, and A or C, if a team owns both of these they gain a spawn point at A or C respectively.
Recommended Number of Players: 24+
Change Log from Beta 1:
- Addition of Sewer System
- Addition of Lower Point
- Capture Times Adjusted
- Additional Polish added
- Custom textures added
- Improved Lighting
- Reduced ammo box sizes in home point rooms
- Spiral staircase added from spawn point to A
- Forward spawns added
Special thanks to Joel for textures, DrunkenGun, FlyingMongoose, and Deathkiller for mapping advice, and the BrB!U crew for testing.
Pros: The exclamation point is pretty cool. Also, love the "out of the box" game play style.
Cons: There's no real choke point. The map design feels like a bunch of rooms with points and no real direction. Anytime you can play a map with 20 people and run around a good 2 or 3 minutes without seeing anyone - it's a bad sign.
Improvements: Bear with me here - you wanted an honest review, and so you'll get one.
First, let's talk appearance. I know you said you were still working on the layout and so this is 2nd to everything else. But it shouldn't be - not entirely. How a map looks is often what gets it downloaded and tried. If a map looks bad or uninteresting (or dark - like your screenshots), it often won't ever even get a chance. Let's take cp_aqua for example. That map looks absolutely amazing - and people downloaded it and played and loved it. But why? Everyone agrees that offense has the upperhand and so it's not that balanced, yet people still play it. It's entirely based on it's appearance. Back to your map. You've textured the ceilings and the floors the same in most rooms. That makes it appear too busy and it doesn't look good. Keep the walls and floors simple. Look at the stock valve maps and consider how they did walls and floors to how you've done yours. Also, there's a lot of repetative textures. It's like you discovered crates and decided you needed 500 of them. And then OMG - THERE'S A YELLOW BARREL - let's put 200 of these right next to the crates. :/ Repetative objects and textures are boring and often lead people to find your map boring. Be creative! Also, what's with that skybox? Is that supposed to be stars? Also, why create the glass walls? Those look horrible - very blocky and restrictive. Invisible walls are better.
Second, let's talk about layout. When you create a map you need to consider where the action is. Your main focus of action should not be at the point. Once the offensive team makes it to the point, it's over - so focus on creating choke points and direction (map flow) before the point. Since you've created three points which require only two to be captured, take into consideration which points should be easier and harder to capture. Then focus on creating points of attack (action between teams) somewhere prior to those points. This will be difficult with your current layout since it's a series of rooms rather than a map that flows in one direction. That means that action can come from anywhere and be anywhere and thus, spreads out where points of attack are. You need to remove those areas that are not needed and focus on areas where you want players to naturally gravitate to.
While we are discussing map layout, you need to consider higher ceilings in much of your map. Your demos and soldiers will hate you for those low ceilings. Open it up some by raising the ceilings and making the map feel less claustrophobic. I'd also try to avoid those "air shafts". Anytime you add something like that you open up the map for bugs and problems, etc.
And finally, you've provided direction but you've also not provided direction. Because of the three middle points being so hap-hazzardly placed, all of your arrows are confusing. Once you've captured one point, where's the next? I'd strongly suggest providing an overview of the map in the capture point rooms and spawns. That way players have an idea of where they need to go and naturally learn the layout of your map because they see the overview over and over. You have tons of arrows and yet, it provides little direction.
Notes: I like that you've created something different. I know my review is less than praiseful, but remember, it helps you none if I sugar coat it. You know you're not finished, and thus, rating the map higher than it should be does no one any good. You've got a good idea, now you just need to figure out how to implement it correctly. ;)
Pros: Very, very, very, very, balanced. It would appear that a lot of testing took to get the layout down to the way it is. It also is a unique departure from most TF2 maps, with the capture system. I find this a fun and different way to play.
Cons: The textures. Right now, it lacks the gleam of the Team Fortress 2 art style. I'm sure you get this a lot. Some parts look great, while others look something out of HL2 and Counterstrike.
It also looks like you didn't really play around with the size of textures, which you might want to try. This could make things a little less boring, by making it look like the same thing isn't repeating over and over again.
Improvements: Perhaps, some kind of skybox you could see through the windows, because it doesn't really look like the level is in space. Also, as said before, unique textures can add a whole lot to a map. One more thing, maybe up the brightness in some areas because it is a little too dark.
Notes: I can't wait for the next release.
Pros: This map is balanced, and I don't mean just balanced, it's VERY balanced and plays like you would expect any official map release to. It's clearly undergone a great deal of testing to perfect the layout and provide a unique method of spawn control and capturing. Each point, save for the major points, is like a unique capturing environment which gives the map a great deal of varied play and action without feeling like you're seeing the same room over and over again.
Cons: The only thing that hurts this map is the textures. It really doesn't look much like a starship, much less a TF2 map, in all honest. The lighting is great yet it still manages to come off as a little too dark in areas you might expect to be well lit (such as the bridge). The textures used need to be more stylized. Don't get me wrong, the floors look absolutely AMAZING in some areas, such as the basement. The ceilings look awesome, too. It's just missing a non-realistic approach. Take, for instance, the door in the spiral stairway. TF2 has a very stylized door you could place there, but right now it's a standard HL2 model door. Little things like that can be damaging tot he overall appearance and theme.
Improvements: A very simple matter of getting some unique textures (i'll send you some you can convert to VMFs) which are similarly colored/patterned but which are more simple looking, smooth, and easy on the eyes. One thing I've learned is that solid colors with shading can produce some very vivid imagery in this game, believe it or not, though bump mapping is also nice. Change nothing about this map's layout, but please do something about those textures.
Notes: This map is going to be highly unappreciated, unfortunately based on appearance alone. It might also not work well for TF2 newbies though for experienced players it's a fresh and new experience that never grows old. Keep up the fantastic work.
First of all it isn't a that bad map. You have seemed to put a lot of work into it.
Most the lighting is really good so nice one. The brushwork could use some work. You could use supports on the walls and just make it much more 3d looking on some of the walls that look really plain.
Another thing is that some of the textures seem to not go too well with tf2. They are too realistic. Or just too plain on there own. All of these also impact the amount of detail that every one els said about. You really need so much more detail on some f the plain textures. They just look ugly like they are.
So just some things to think about. Nice work though on other things. Good luck on b3. Can't wait.