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Old 06-16-2012, 05:19 AM  
ForbiddenDonut
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This map is temporarily on hold for the duration of the KOTH contest!

A standard, displaced push 5CP map that takes place in an industrial hotspot within a cold setting. Both teams first vie for control over a pivotal train stop and continue on to try and overthrow their competitor's...

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Old 06-18-2012, 02:21 AM   #10
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Quote:
Originally Posted by yyler
I guess I had went with the assumption that the colored team signs would be enough (and it might when the map is actually textured with materials that aren't straight up blue and red). I'll see how I can get it to stick out a bit more.

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Originally Posted by yyler
Considering that the 'see-through' portion of the building wasn't a success, I might work with it so the entrance doesn't force the player to do a 180. Good point.

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Originally Posted by yyler
Yep. That one is annoying and gets a lot of people turned around.

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Originally Posted by yyler
Hmm. Well, I don't see how I can replace that walk without removing the sewer entrance. I could possibly just all-together remove the sewer portion (which would mean the player doesn't go down and, thus, up)

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Originally Posted by yyler
It's moments like these that I wish there was a middle-ground between barely visible overlay arrows and in-your-face giant arrows. Thanks for the suggestion.

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Originally Posted by yyler
Doh.


Aye. Working these out. I will probably be redo-ing a lot of these displacements once I kick into detail/aesthetic drive. Thanks for the headsup.

Great feedback, yyler.

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Old 06-18-2012, 09:50 AM   #11
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Last seemed quite easy to attack. As an outdoor point (nothing wrong with that) it's kind of like Freight except without the easily defensible chokepoints. Pushing out of last is also literally an uphill battle (and there are lots of flank routes for backcaps), that said we did manage it at least once so i suspect losing 2nd isn't quite as bad as, say, losing Gran 2nd. The shorter distance helps i suppose.

Not sure i can say anything very helpful here, I thought the map was quite fun If i have a criticism it's only that last doesn't have anything immediately unique and interesting about it. Mid is awesome, forward is pretty interesting to attack and defend, last is just... kinda there. It's not bad, it's just not really cool like the rest of the points >.>

and another thing - you can capture forward without clearing its area. I'm not sure how else to put this. Blands spire is hard to reach and easily spammable so you have to make sure no enemies remain in the area in order to successfully cap it. One person remaining in the gran house can make your life difficult—or, if your team is coming through, will be forced to retreat. Pushing into this forward doesn't force your enemies to retreat. The area can remain contested even after the point is captured, which could potentially lead to stalemates. again, this didn't really happen in our test, but all the points at which the game slowed down quite a lot were when one team was trying to hold forward. the chokey entrances from mid didn't help much either.

hopefully this makes sense... i'm not saying change it, just a thing to think about (and one that might be different anyway once you make your planned changes to chokes & transitions)
 
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Old 06-18-2012, 10:47 AM   #12
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I love your geometry especially at last

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Old 06-18-2012, 12:49 PM   #13
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i enjoyed playing this map. its quite wide though, not overscaled, just wide - runtimes seem fine but fighting distances are often at a very falloff-affected range. i didnt really like the circular tunnel to mid because it's very lowground with no real option to bail out. the second point has to be made more noticeable too. looking forward to next iterations.

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the fact a map recieves feedback from us at all is like a God send

 
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Old 06-18-2012, 04:04 PM   #14
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Quote:
Originally Posted by kiriona
Last seemed quite easy to attack. As an outdoor point (nothing wrong with that) it's kind of like Freight except without the easily defensible chokepoints. Pushing out of last is also literally an uphill battle (and there are lots of flank routes for backcaps), that said we did manage it at least once so i suspect losing 2nd isn't quite as bad as, say, losing Gran 2nd. The shorter distance helps i suppose.
It was sort of a conscious decision. I did a good deal of research on competitive play when dealing with last and one of the most common complaints about maps that I see from comp. players is "last is too hard to attack."

On the other hand, I don't want it to be impossible to defend. It's one of those hard balances that I feel will keep me tweaking last until I reach it.

Quote:
Originally Posted by kiriona
Not sure i can say anything very helpful here, I thought the map was quite fun If i have a criticism it's only that last doesn't have anything immediately unique and interesting about it. Mid is awesome, forward is pretty interesting to attack and defend, last is just... kinda there. It's not bad, it's just not really cool like the rest of the points >.>
I have plans to make last unique in terms of aesthetics. If that's not enough, I'll jump back to my sketchbook and see what else I can do to shake it up a bit. Dr. Element and Mangy said the geometry is pretty neat. However, geometry doesn't float everyone's boat.

Quote:
Originally Posted by kiriona
and another thing - you can capture forward without clearing its area. I'm not sure how else to put this. Blands spire is hard to reach and easily spammable so you have to make sure no enemies remain in the area in order to successfully cap it. One person remaining in the gran house can make your life difficult—or, if your team is coming through, will be forced to retreat. Pushing into this forward doesn't force your enemies to retreat. The area can remain contested even after the point is captured, which could potentially lead to stalemates. again, this didn't really happen in our test, but all the points at which the game slowed down quite a lot were when one team was trying to hold forward. the chokey entrances from mid didn't help much either.
Yep. I definitely noticed this. On a post on the last page, I said I wanted to give offenders from Mid an option to reach 2nd without passing through a hard choke. From the testing, it looks as if the sewer might have been a bad idea (as Sergis and yyler have noted) and a good option to give the map a chokeless path to forward.

Thanks for the feedback, guys. Lot of interesting and helpful comments.

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