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cp_reckoner (5CP)
31
#31
0 Frags +
xattuui dont know if it was mentioned, but is there a good place to hold last on? all the spots in lobby look awful for medic, theres no real main choke area that doesnt have a huge flank to it

When we played it last night, it worked okay to hold in Bigdoor, but that may have been because no one knew the flank routes yet. It seemed like Gullywash positioning would work okay, where you just hang by the point and watch all the routes. Unlike Badlands where you can clamp down on all the routes, on cp_reckoner_a1b they're spread out too far and Secret is a huge flank that's hard to stop unless you're on the Last point itself.

[quote=xattuu]i dont know if it was mentioned, but is there a good place to hold last on? all the spots in lobby look awful for medic, theres no real main choke area that doesnt have a huge flank to it[/quote]
When we played it last night, it worked okay to hold in Bigdoor, but that may have been because no one knew the flank routes yet. It seemed like Gullywash positioning would work okay, where you just hang by the point and watch all the routes. Unlike Badlands where you can clamp down on all the routes, on cp_reckoner_a1b they're spread out too far and Secret is a huge flank that's hard to stop unless you're on the Last point itself.
32
#32
-1 Frags +

very, very tiny criticism: I assumed the spawn doors on the side at mid to not be spawn doors when I was glancing through, and seeing other streamers try to walk through them at first when playing leads me to believe most ppl might do similarly. it'll probably have to heavily blend in w/ aesthetics stuff later, but for now you should try to make them being spawn doors obvious enough

very, very tiny criticism: I assumed the spawn doors on the side at mid to not be spawn doors when I was glancing through, and seeing other streamers try to walk through them at first when playing leads me to believe most ppl might do similarly. it'll probably have to heavily blend in w/ aesthetics stuff later, but for now you should try to make them being spawn doors obvious enough
33
#33
3 Frags +

I tried out some rollouts on this map. For Demo, the fastest I was able to do was 9:47 on the Stairs pack, then ~9:42 through Main. I'm sure it could be done faster by a real Demo main. I wasn't recording at the time, but I managed the Bigdoor jump a bit faster by placing two stickies on the right Spawn door and sliding up the right ramp to lower my altitude. The other routes I found involved going through A/C, which took time to walk through.

https://youtu.be/HIJpX1swTTI

I haven't worked out anything for Soldier yet, but for Scout it's ~9:40 to get through Main or ~9:40 to get to Hoodoo.

I tried out some rollouts on this map. For Demo, the fastest I was able to do was 9:47 on the Stairs pack, then ~9:42 through Main. I'm sure it could be done faster by a real Demo main. I wasn't recording at the time, but I managed the Bigdoor jump a bit faster by placing two stickies on the right Spawn door and sliding up the right ramp to lower my altitude. The other routes I found involved going through A/C, which took time to walk through.
[youtube]https://youtu.be/HIJpX1swTTI[/youtube]
I haven't worked out anything for Soldier yet, but for Scout it's ~9:40 to get through Main or ~9:40 to get to Hoodoo.
34
#34
9 Frags +

as a roamer main i am all against removing broken goblin spots but this is just out of control

http://images.akamai.steamusercontent.com/ugc/393299074082369048/18475A8171972E986CA3B998A1F3C55D42C8DAEE/

you can see into mid

you can also get sentries up there

as a roamer main i am all against removing broken goblin spots but this is just out of control

[img]http://images.akamai.steamusercontent.com/ugc/393299074082369048/18475A8171972E986CA3B998A1F3C55D42C8DAEE/[/img]

you can see into mid

you can also get sentries up there
35
#35
6 Frags +

I think simplicity is not something that should be overlooked

Simple terrain, simple layout, simple props, all the ramps and weird angles make it seem cluttered

Game flows better and it's easier for you down the road

At this point we are still trying to see what works and what doesn't, but I really think the map needs to be condensed a lot in terms of complexity and size

I think simplicity is not something that should be overlooked

Simple terrain, simple layout, simple props, all the ramps and weird angles make it seem cluttered

Game flows better and it's easier for you down the road

At this point we are still trying to see what works and what doesn't, but I really think the map needs to be condensed a lot in terms of complexity and size
36
#36
-2 Frags +

good work on the textures!

good work on the textures!
37
#37
1 Frags +

also something I figured out yesterday was that anyone can get on top of that half-oval shed area on second:

https://gfycat.com/GlisteningShabbyDorking (using a heavy just to get the point across, you can also just slide up it with most faster classes)

I really don't know why that clip is there with no actual props in place for it

also something I figured out yesterday was that anyone can get on top of that half-oval shed area on second:

https://gfycat.com/GlisteningShabbyDorking (using a heavy just to get the point across, you can also just slide up it with most faster classes)

I really don't know why that clip is there with no actual props in place for it
38
#38
3 Frags +

I noticed in the PUG a few days back that there's a spot where a single Soldier can easily lock down Lower. That could mitigate the Sniper's effectiveness in Mid.

http://i.imgur.com/mk6yXsM.jpg

http://i.imgur.com/ja9MMtF.jpg

Speaking of goblin spots (assuming I'm using that term correctly. Never heard it before.), you can stand on the lamps over the Lobby/House entrance at Mid.

http://i.imgur.com/BLwDBiO.jpg

Also, that tower on RED side is missing.

http://i.imgur.com/1AJQz3N.jpg

I noticed in the PUG a few days back that there's a spot where a single Soldier can easily lock down Lower. That could mitigate the Sniper's effectiveness in Mid.
[img]http://i.imgur.com/mk6yXsM.jpg[/img]
[img]http://i.imgur.com/ja9MMtF.jpg[/img]
Speaking of goblin spots (assuming I'm using that term correctly. Never heard it before.), you can stand on the lamps over the Lobby/House entrance at Mid.
[img]http://i.imgur.com/BLwDBiO.jpg[/img]
Also, that tower on RED side is missing.
[img]http://i.imgur.com/1AJQz3N.jpg[/img]
39
#39
1 Frags +
trashI really don't know why that clip is there with no actual props in place for it

I figured it was to keep players from getting stuck.

[quote=trash]
I really don't know why that clip is there with no actual props in place for it[/quote]
I figured it was to keep players from getting stuck.
40
#40
1 Frags +

One thing people don't seem to have brought up much yet is that the lobby area between 2nd and last is HUGE and really complicated with loads of hiding spots, seems like it would make backcapping really easy on this map.

One thing people don't seem to have brought up much yet is that the lobby area between 2nd and last is HUGE and really complicated with loads of hiding spots, seems like it would make backcapping really easy on this map.
41
#41
0 Frags +

News just in, cp_reckoner to replace cp_badlands at dreamhack :P

News just in, cp_reckoner to replace cp_badlands at dreamhack :P
42
#42
4 Frags +

Sideshow is gonna stream a mix on cp_reckoner NOW (sniper should be banned)

Sideshow is gonna stream a mix on cp_reckoner [url=http://www.teamfortress.tv/stream/sideshow]NOW[/url] (sniper should be banned)
43
#43
1 Frags +

The height variation on mid is just absurd. When soldiers jump on top of the crates, they are essentially three crates high above the point. I feel like experimenting with decreasing the displacement of the point while maybe going from 2 crates to 1 would help the mid.

The height variation on mid is just absurd. When soldiers jump on top of the crates, they are essentially three crates high above the point. I feel like experimenting with decreasing the displacement of the point while maybe going from 2 crates to 1 would help the mid.
44
#44
11 Frags +

James is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.

James is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.
45
#45
18 Frags +
SideshowJames is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.

WHAT IS JAMES

[quote=Sideshow]James is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.[/quote]
WHAT IS JAMES
46
#46
6 Frags +

sideshow's comm names for areas in cp_reckoner should all be the official names tbh

sideshow's comm names for areas in cp_reckoner should all be the official names tbh
47
#47
23 Frags +
kounterpartsSideshowJames is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.WHAT IS JAMES

James is the one underneath Geoffrey.

[quote=kounterparts][quote=Sideshow]James is ridiculously powerful, and height advantage on mid should probably be nerfed a little. In addition although you couldn't really tell imo in the pugs, when teams start trying to genuinely hold areas rather than just monging around the size of the map is going to be a problem. On last the entrances are SO far away from each other, worse than process even. Sniper is going to be required to defend and even then there's nowhere great to hold.[/quote]
WHAT IS JAMES[/quote]

James is the one underneath Geoffrey.
48
#48
6 Frags +

needs to be made a lot smaller with a lot less clutter

I'm not generally as paranoid of sniper sight lines as others, so that's not why I bring it up

but maps being too large with too many entrances is the biggest problem with almost every custom map, there's a reason why maps like gullywash and snakewater are a lot more universally beloved than the newer custom maps

EDIT: I should add, this map being still in alpha gives you an opportunity to avoid the biggest mistake you made on sunshine and cut out on the unnecessary areas, props, and giant distances before the map is too far along in development, please take advantage of that

needs to be made a lot smaller with a lot less clutter

I'm not generally as paranoid of sniper sight lines as others, so that's not why I bring it up

but maps being too large with too many entrances is the biggest problem with almost every custom map, there's a reason why maps like gullywash and snakewater are a lot more universally beloved than the newer custom maps

EDIT: I should add, this map being still in alpha gives you an opportunity to avoid the biggest mistake you made on sunshine and cut out on the unnecessary areas, props, and giant distances before the map is too far along in development, please take advantage of that
49
#49
cp_sunshine, cp_cardinal
6 Frags +
mustardoverlordneeds to be made a lot smaller with a lot less clutter

I'm not generally as paranoid of sniper sight lines as others, so that's not why I bring it up

but maps being too large with too many entrances is the biggest problem with almost every custom map, there's a reason why maps like gullywash and snakewater are a lot more universally beloved than the newer custom maps

EDIT: I should add, this map being still in alpha gives you an opportunity to avoid the biggest mistake you made on sunshine and cut out on the unnecessary areas, props, and giant distances before the map is too far along in development, please take advantage of that

definitely going to do all of this. planning the a2 update will take a little time but i'm going to do things such as:
- making height variation on mid (crates, bridge) smaller
- raising low ground under mid (point) up a little
- foreshortening grassy area w/rock and making that area come out closer to the main point, cutting out that high spot you can stand on looking over lower
- reworking the house area with the health pack leading from far-second to mid into a better connector, moving health pack closer to mid
- getting rid of all the clutter including the circular hut on that side of second
- getting rid of all those pillars cluttering up lower
- removing upper entrance from the short L choke from mid to second, so there will only be the bottom entrance
- moving the sides of last in a little
- nullifying the sightline reaching into lobby from left side of last
- moving the last cap forward
- lengthening last cap time

any comments and additions are more than welcome, I recognize I made a lot of mistakes with sunshine like mustard said, best to fix all of that NOW with this map rather than later.

[quote=mustardoverlord]needs to be made a lot smaller with a lot less clutter

I'm not generally as paranoid of sniper sight lines as others, so that's not why I bring it up

but maps being too large with too many entrances is the biggest problem with almost every custom map, there's a reason why maps like gullywash and snakewater are a lot more universally beloved than the newer custom maps

EDIT: I should add, this map being still in alpha gives you an opportunity to avoid the biggest mistake you made on sunshine and cut out on the unnecessary areas, props, and giant distances before the map is too far along in development, please take advantage of that[/quote]

definitely going to do all of this. planning the a2 update will take a little time but i'm going to do things such as:
- making height variation on mid (crates, bridge) smaller
- raising low ground under mid (point) up a little
- foreshortening grassy area w/rock and making that area come out closer to the main point, cutting out that high spot you can stand on looking over lower
- reworking the house area with the health pack leading from far-second to mid into a better connector, moving health pack closer to mid
- getting rid of all the clutter including the circular hut on that side of second
- getting rid of all those pillars cluttering up lower
- removing upper entrance from the short L choke from mid to second, so there will only be the bottom entrance
- moving the sides of last in a little
- nullifying the sightline reaching into lobby from left side of last
- moving the last cap forward
- lengthening last cap time

any comments and additions are more than welcome, I recognize I made a lot of mistakes with sunshine like mustard said, best to fix all of that NOW with this map rather than later.
50
#50
-1 Frags +

demos from new new map pugs https://drive.google.com/folderview?id=0B_evGrMqXrCvTXZFTjY5ODhmTEE&usp=sharing

demos from new new map pugs https://drive.google.com/folderview?id=0B_evGrMqXrCvTXZFTjY5ODhmTEE&usp=sharing
51
#51
2 Frags +
PharaohI added it to the pugme map rotation

It'd be nice if you could change the vote menu to include all of the maps in the rotation, as is it only has 6 options (some of which include this map) and there's no way to go to a second page. Super frustrating when your whole team wants to play a map and can't vote for it because it's not in the vote menu

[quote=Pharaoh]I added it to the pugme map rotation[/quote]
It'd be nice if you could change the vote menu to include all of the maps in the rotation, as is it only has 6 options (some of which include this map) and there's no way to go to a second page. Super frustrating when your whole team wants to play a map and can't vote for it because it's not in the vote menu
52
#52
-4 Frags +

valve plz add this map

valve plz add this map
53
#53
5 Frags +

Playing this map is gonna be so weird if these stay as the calls that people use.

Playing this map is gonna be so weird if these stay as the calls that people use.
54
#54
4 Frags +
NusemanPlaying this map is gonna be so weird if these stay as the calls that people use.

I would just love it if comp.tf has to label an area of a map jehohanan

[quote=Nuseman]Playing this map is gonna be so weird if these stay as the calls that people use.[/quote]

I would just love it if comp.tf has to label an area of a map jehohanan
55
#55
0 Frags +
SideshowNusemanPlaying this map is gonna be so weird if these stay as the calls that people use.
I would just love it if comp.tf has to label an area of a map jehohanan

Do not forget Lidì and Rebecca, please

[quote=Sideshow][quote=Nuseman]Playing this map is gonna be so weird if these stay as the calls that people use.[/quote]

I would just love it if comp.tf has to label an area of a map jehohanan[/quote]
Do not forget Lidì and Rebecca, please
56
#56
2 Frags +

Been trying a couple soldier rollouts and this is the best I got so far

https://youtu.be/XmehfKdqrq8

Any other route would delay the rollout a lot but there is still room for experimentation

Been trying a couple soldier rollouts and this is the best I got so far
[youtube]https://youtu.be/XmehfKdqrq8[/youtube]
Any other route would delay the rollout a lot but there is still room for experimentation
57
#57
-1 Frags +
SideshowNusemanPlaying this map is gonna be so weird if these stay as the calls that people use.
I would just love it if comp.tf has to label an area of a map jehohanan

canonical explanation: all areas in reckoner have codenames, as named by the person who built it in-lore. ergo, all of these names would then be woven into a group of cynical yet endearing builders obsessed with screwing each other over so they can just name the whole map after themselves

I'm making up a plot synopsis for terrible comms in an alpha map, I'm going to bed

[quote=Sideshow][quote=Nuseman]Playing this map is gonna be so weird if these stay as the calls that people use.[/quote]

I would just love it if comp.tf has to label an area of a map jehohanan[/quote]
canonical explanation: all areas in reckoner have codenames, as named by the person who built it in-lore. ergo, all of these names would then be woven into a group of cynical yet endearing builders obsessed with screwing each other over so they can just name the whole map after themselves

I'm making up a plot synopsis for terrible comms in an alpha map, I'm going to bed
58
#58
3 Frags +
sage78Been trying a couple soldier rollouts and this is the best I got so far
https://youtu.be/XmehfKdqrq8
Any other route would delay the rollout a lot but there is still room for experimentation

jesus christ that sound the soldier makes

[quote=sage78]Been trying a couple soldier rollouts and this is the best I got so far
[youtube]https://youtu.be/XmehfKdqrq8[/youtube]
Any other route would delay the rollout a lot but there is still room for experimentation[/quote]
jesus christ that sound the soldier makes
59
#59
-2 Frags +

ive been talking with phi and suggestingvfor the time being she adds some tiny no collide props to every room to give some callouts until its out of beta and actually has some detailing as to make callouts easier

ive been talking with phi and suggestingvfor the time being she adds some tiny no collide props to every room to give some callouts until its out of beta and actually has some detailing as to make callouts easier
60
#60
1 Frags +

"combo's in duck"

"combo's in duck"
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