OK so for some reason I've decided to try to make a koth map with a 6v6 bent. Here are the things I've added that I think comp players would like after having observed viaduct and how matches play on it:
+ simple spawn layout, with a yard and 3 exits to that yard
+health pack placement allowing demomen to reach the centre at the same time or before scouts with most of their health (much like 5cp mids, right?)
+a reasonably tight mid that doesn't allow scouts to sneak past without being spotted
+(hopefully) sufficent health and cover for medics
+ several routes to mid that should be roughly balanced and allow different approaches to attacking
Thanks to snacks for uploading maps whenever needed
the interior and exteriors(specially near the spawn room) look really good. the buildings however needed a higher wall so players cant peek in on them coming. you should of seen that before posting. it could be a easy game changer IMHO
Looks pretty fun, kinda seems like it would be a bit easy to push people and snipe them off the CP though. You could try adding something on the bridge like 2fort has, don't block off sniping completely though
Although i like how 1st screenshot looks, i don't like that your developer textures are so overscaled it looks really bad. Use wall textures on walls, and ground texture on ground,and 0.25 ; 0.25 scale would be preferred.
I noticed a few problems in a quick run through, some purely cosmetic others a bit more major.
First off these props did not have any collision, i don't know about those in red spawn.
Secondly I managed to get out of the map and promptly got stuck by this tree. I got here by jumping on those crates on the train and through the gate. Not really much of a problem but it might be worth clipping it off.
This door opened but it would not let me through and it also blocked bullets as well even though it was clearly open.
Bit of a nitpick but in several places the grass detail sprites show through other brushes.
This fence had no colission model:
This rock looked a bit dodgy and had no colision:
And lastly, and this is a biggie, as BLU I captured the CP only to find that the timer did not run down. This also happens as RED, please please check your entities are set up properly.
Hope this helps
Last edited by Asshat; 07-08-2010 at 02:52 PM.
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