Med cabinets are too close to the doors. People can abuse it.
I don't like the one way path that leads right out to final cp. It's do or die for a very cheap backcap. I suggest to take path out.
Without that path unless you rocket jump there's only one way into first cp building. Which splits into only two ways to attack cp room. If you manage to get in both paths would be frustrating to attack.
If you go lower path once you go down ramp you will have a hard time pushing through with enemy having that vertical advantage in next room.
Higher path travel time is a bit long. When you hit the long hallway you have to go through a small entrance and fight at a major height disadvantage.
Sniper on first cp ledge is too powerful covering 2nd.
There needs to be area between middle and 2nd. Too easy to cap 2nd once you win middle fight and they are down players.
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I had been considering a third entrance into the base from the middle CP area, what do you think of that? Originally there was a tunnel from the lower gulley that accessed the higher floor within the base, but this added 4 entrances to the base including rocket jumping, when i wanted the final CP to be a difficult battle but the middle 3 easier to take. So the map could easily swing from one teams advantage to another, and feel a little more like A/D whilst retaining the 5 CP setup and quality. The orientation of the final cp room gave me some difficulties in entrance options. I may rotate the 'base' so it directly faces the second CP, rather than the middle. To have some more sterotypical entranceways.
What i want to do is get the map playtested so i can find out peoples prefered travel patterns in the map. I was thinking of moving the CP2 back somewhat so that there were more defencive oppotunities. Originally there was no middle point which accounts for the small distance between the central and second control points.
I'll move the cabinets back as you suggested. I didn't think much of cabinet abuse as one had to drop down from a platform to get directly into a battle. But i guess they could just stand up there spamming.
Hopefully the layout changes will address your key points.
A Boojum Snark: Don't listen to grazr he is probably drunk
No Cubemaps, You said that you wouldn't bother with it until Beta, but you should do it anyway, Just because it's alpha you don't need to make it look bad on purpose.
Lack of playerclips, more specifically you could jump on the buildings near a control point, Video of it below:
[ame="http://www.youtube.com/watch?v=ZE59IyL2iuI"]YouTube - -UPLOADED TO BE LINKED ON TF2MAPS.NET-[/ame]
What I'm working on now:
Last edited by AntonJ3000; 08-22-2009 at 12:10 PM.
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