I am returning to this project to fix all the little bugs and include support for stopwatch mode. The WIP page is on TF2maps
Stop by and leave any feedback.
Pros: Nicely designed, richly detailed. It shows that this map was made with some love.
the map is pretty straight forward, even a first time play is easy enough to understand where you need to go.
Not too open, not too cluttered.
Cons: Mainly in the first big open area, there is a small fps drop, but with a decent ping this should not be a problem.
Improvements: It seems pretty well balanced, I've only played it a couple of times so it's hard to judge how much more balanced it should be.
Notes: Overall a very nice map and worth the download.
"Please add the stopwatch function for comp play."
That is not a problem to do. I was under the impression competitive leagues didn't play PL maps so I went with the other scoring type. I never considered Swift as something that would get played outside the pub. Does the competitive scene really want Swift as a map?
A few minor bugs have cropped up that the testers and public server players missed. I can fix them, but worry that having named this version "final" there will be confusion over which version is the up-to-date one.
So FPSB folks, server admins, and competitive players: Is there sufficient reason to revisit Swift or is it good enough as it is? Would another version just confuse the players? I know getting people to download maps is difficult and don't want to further complicate things.
Pros: Love the gameplay, and the detail, one of the best maps ive played in a long time (just played it on FM, everyone had a great game)
Cons: None. Please keep up the great mapping.
Improvements: Nothing. Lurve it.
Looks like there may be a clipping issue over the second CP. Or, it may be else where, but the player I saw was able to move to that point.
I've posted the screen shot at Couch Athletics
Design: Great flow, felt like no matter where I ran or in which direction, I was moving towards a goal. Love the little touches like the ruined bridge right outside BLU spawn with the payload ditched in the water, and the big chemical storage towers.
Gameplay: Yet to find a server that rotates this yet in Australia, and I consider that a massive shame. Can't really comment here.
Looks: Looks gorgeous. the textures run together well, everything feels coherent. No hard colour spam, no overkill, lots of attention to detail and (TF2-esque) realism.