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What gates are you getting stuck into? Ive tried messing about with almost every gate, yet I cant seem to get myself stuck.
Also, the 2nd point in the first stage is kinda crowdy and needs more balancing. I am well underway of fixing this.
Played the map tonight in my server - about 20 players present. One major problem is your gates. Players kept getting stuck in them. Once a player was stuck, the only way to free them was for the other team to kill them or for me to slay them.
Also, we found it was too hard to get to the 2nd point. We'd get close, but never actually capture the point. You may want to consider making it less sniper friendly (on both points) and making the distance players are on the "bridge" shorter.
Once the gates are fixed, I'd love to give it another try.
Pros: Excellent, well thought out and laid out map.
Cons: It's a badwater type pl map yet it's split into two rounds?
Improvements: I strongly recommend making this map work like badwater. Remove the break in the map where the rounds restart and players have to respawn, etc etc. I think this map would play much better if the map was one continuous push like badwater.
The big wood wall at the second capture point is hideous. What is that supposed to be? Open up the map some by lowering that wall or making the wall less of the same ole same ole.
The cliff area is interesting. I appreciate that you added the fencing, but on the other side (red side), there's no fencing or warning signs. I highly recommend adding fencing to prevent players being blown off into nowhere. Also, that flooring feels very disconnected. I know you've added rocks to make it feel more realistic, but maybe you need a pool of water? Or maybe some grass? A tree? A cactus? Maybe a shack? Something to make it feel less floaty.
Notes: I've added your map to my server. I'm going to give it a try and see what everyone else thinks. If I have any helpful feedback for you, I'll post again. Let me know when you update the map.
Thanks for the video :) the bug was already added to my buglist, and is infact fixed for the next version :)
the grate bridge in the red spawn at the end of the map also moves the wrong direction in this version. Expect beta5 soon.
Wow thanks for that feedback booster37 :D I'll check out the skybox issues, never had them myself, but that's beta's right ;) Playerclips are already in the map, just the cutting corners I haven't really done on the second stage.
Pros: You TF2Maps.net products are just amazing. I love your work. This map is just flat-out awesome. Not the biggest fan of two-stage payload maps, but this is just outstanding, and the stages are huge! Great arrow usage, which should help teams figure out which way to go. I liked the sniper range in the blu spawn. I though it was a pretty neat touch and not overdone.
Cons: First thing I'd do is make a glass door on the BLU sniper deck on the first stage. I played this map by myself, so I'm not sure if you can kill players before the rounds, but I wouldn't want that, as it is of course, a setup round. You need to place a func_respawnroom texture in that hallway where the RED team can use before the BLU team caps the first point. That way, people don't freak out when changing classes realizing they killed themselves, and that they don't get the unnecessary convenience of putting a teleport entrance there. The little tunnel near the second point of the first stage should be blocked off completely instead of left open. Although it can be a little beneficial to RED, they really don't need it with their spawn on the other side. For some reason, the holograms don't show up for me above the points. I checked out other maps to make sure it wasn't me, so there may be a problem with that. On towards the second stage now...well, I ran into a LOT of models that are not solid and they should be, so I'd check that out. The lower door at the second RED spawn room is open, and BLU players can walk right in and stand by the second RED spawn room door, which can be a problem. Now, I've got one big issue here, and it is my biggest problem with the map. Player clips. There are a lot of walls, especially near doorways and switches that players like me generally don't like "running" into. By that, I mean strafing against a wall to hit the side of a doorway that is only protruding about 2 units out. A little player clip can make all the difference in smoother gameplay. The biggest problem with that is the wall alongside the are near the second cap point of the second stage. If a soldier rocket jumps, he hits the top of the wood instead of going straight up. I have actually edited this post twice because I thought my gaming settings were playing minds on me which may have screwed up the way some things look, because it does this for some CS:S maps, but I guess I'm going to post it again, since I found out it wasn't my problem. What happened to the skybox? In your first screen, there's skybox scenery. I played it twice with two different settings for DirectX and they were the same. Non-existent. It's such a nice scenery, but I'm not seeing it.
Improvements: See Cons, but not all of them are really needed.
Notes: The map is still very impressive and superior in my book, so I give it an A+. Keep up the good work! :)