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cp_kalinka (5CP)
1
#1
0 Frags +

Kalinka is a new 5cp map set in the frontline theme around a soviet chemical plant with a secret science facility. Trying to aim the gameplay towards 6s so if you feel like having a proper 6s test on it please do (and inform me here!)
Any feedback you might have is greatly appreciated!

You are allowed to test this without a specific permission from me. (and please do, any feedback helps a lot!)

Feedback or thoughts on the map can be left either on this thread or the thread over at tf2maps.

Latest version download (b5)

TF2maps.net

https://tf2maps.net/attachments/20170407154526_1-jpg.46190/

https://tf2maps.net/attachments/20170313114009_1-jpg.44959/

https://tf2maps.net/attachments/20170313114133_1-jpg.44961/

https://tf2maps.net/attachments/20170407154706_1-jpg.46191/

https://tf2maps.net/attachments/20170407154925_1-jpg.46192/

https://tf2maps.net/attachments/20170407154951_1-jpg.46195/

https://tf2maps.net/attachments/20170407155017_1-jpg.46193/

https://tf2maps.net/attachments/20170407155058_1-jpg.46197/

https://tf2maps.net/attachments/20170407155231_1-jpg.46196/

Kalinka is a new 5cp map set in the frontline theme around a soviet chemical plant with a secret science facility. Trying to aim the gameplay towards 6s so if you feel like having a proper 6s test on it please do (and inform me here!)
Any feedback you might have is greatly appreciated!

[b]You are allowed to test this without a specific permission from me.[/b] (and please do, any feedback helps a lot!)

Feedback or thoughts on the map can be left either on this thread or the thread over at tf2maps.


[h][b][url=https://tf2maps.net/downloads/kalinka.2273/download?version=8434]Latest version download (b5)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]

[img]https://tf2maps.net/attachments/20170407154526_1-jpg.46190/[/img]

[img]https://tf2maps.net/attachments/20170313114009_1-jpg.44959/[/img]

[img]https://tf2maps.net/attachments/20170313114133_1-jpg.44961/[/img]

[img]https://tf2maps.net/attachments/20170407154706_1-jpg.46191/[/img]

[img]https://tf2maps.net/attachments/20170407154925_1-jpg.46192/[/img]

[img]https://tf2maps.net/attachments/20170407154951_1-jpg.46195/[/img]

[img]https://tf2maps.net/attachments/20170407155017_1-jpg.46193/[/img]

[img]https://tf2maps.net/attachments/20170407155058_1-jpg.46197/[/img]

[img]https://tf2maps.net/attachments/20170407155231_1-jpg.46196/[/img]
2
#2
5 Frags +

Jusa :D Nice my man, glad you got this into alpha!

Jusa :D Nice my man, glad you got this into alpha!
3
#3
4 Frags +

Just ran through this and it looks incredibly promising, good work. I'm excited to see this in the future.

Show Content
I feel like this map has a lot of potential
Just ran through this and it looks incredibly promising, good work. I'm excited to see this in the future.

[spoiler]I feel like this map has a lot of potential[/spoiler]
4
#4
4 Frags +

How do I fix the purple textures on much of the floor on mid and underneath second?

https://puu.sh/qKoO4/9d2a6c12dd.jpg

How do I fix the purple textures on much of the floor on mid and underneath second?

[img]https://puu.sh/qKoO4/9d2a6c12dd.jpg[/img]
5
#5
3 Frags +
BrimstoneHow do I fix the purple textures on much of the floor on mid and underneath second?

https://puu.sh/qKoO4/9d2a6c12dd.jpg

Seems like something went wrong with packing the custom ground texture, I'll look into it!
edit: Forgot to run pack on compilepal, releasing a3a with content packed in soon.

[quote=Brimstone]How do I fix the purple textures on much of the floor on mid and underneath second?

[img]https://puu.sh/qKoO4/9d2a6c12dd.jpg[/img][/quote]

Seems like something went wrong with packing the custom ground texture, I'll look into it!
edit: Forgot to run pack on compilepal, releasing a3a with content packed in soon.
6
#6
2 Frags +

Unpacked texture

This area feels very clunky, could be smoothed out. Feels like pre-last revamp sunshine.

Why is this here? Unless you're going for Highlander (don't) I don't think this spot brings much to the table in comparison to the area behind the point.

These railings might be a problem, they just feel like they're there for no reason.

Why is this Pipe/Bar thing here? Feels like it's there to block a sightline, but it doesn't. And it just makes things more clunky around this area. Maybe the top bar is alright but the pipe bar doesn't feel justifiable.

[url=http://i.imgur.com/h9XyU7j.jpg]Unpacked texture[/url]

[url=http://i.imgur.com/OCsiXVO.jpg]This area feels very clunky, could be smoothed out. Feels like pre-last revamp sunshine.[/url]

[url=http://i.imgur.com/PQzW3tv.jpg]Why is this here? Unless you're going for Highlander (don't) I don't think this spot brings much to the table in comparison to the area behind the point.[/url]

[url=http://i.imgur.com/z8RQZFj.jpg]These railings might be a problem, they just feel like they're there for no reason.[/url]

[url=http://i.imgur.com/uScZsLK.jpg]Why is this Pipe/Bar thing here? Feels like it's there to block a sightline, but it doesn't. And it just makes things more clunky around this area. Maybe the top bar is alright but the pipe bar doesn't feel justifiable.[/url]
7
#7
7 Frags +

https://www.youtube.com/watch?v=VJ9q7N5e25c

https://www.youtube.com/watch?v=VJ9q7N5e25c
8
#8
4 Frags +

a3a
-packed missing textures in

a3a
-packed missing textures in
9
#9
8 Frags +

a4

Ton of changes:

MID:
-removed interior from sheds and made them larger
-made central tank hollow and added some platforms up there
-remade right side choke into highground
-made the mid lobby area larger
-added ramps to get on top of the sheds

2ND:
-opened up the walls a bit around the point
-relocated some of the enterances
-made right side larger
-removed shutter from the left flank
-added some cover

LAST:
-polished up the left side for less clunkyness
-redid main enterance
-made right side flank area larger
-removed third exit that led to the highground
-removed the weird lowground behind point
-moved spawn exits a tad higher

OTHER:
-redid pickups
-added some more frontline assets
-minor detailing and displacement adjustments

a4

Ton of changes:

MID:
-removed interior from sheds and made them larger
-made central tank hollow and added some platforms up there
-remade right side choke into highground
-made the mid lobby area larger
-added ramps to get on top of the sheds

2ND:
-opened up the walls a bit around the point
-relocated some of the enterances
-made right side larger
-removed shutter from the left flank
-added some cover

LAST:
-polished up the left side for less clunkyness
-redid main enterance
-made right side flank area larger
-removed third exit that led to the highground
-removed the weird lowground behind point
-moved spawn exits a tad higher

OTHER:
-redid pickups
-added some more frontline assets
-minor detailing and displacement adjustments
10
#10
6 Frags +

a4-a7

MID:
-redesigned mid point (twice) into a broken building.
-highground now accessable from both left and right
-stairs leading from the lowground under the point to the point
-polished lobby and connectors to 2nd point
-extended the lobby building towards 2nd on the flank route side
-added small ammo pickups behind the tanks on mid

2ND:
-reworked right side shutter enterance to 2nd and removed the little building in front of the shutter
-left side enterance to last connected to lobby to make escaping 2nd into lobby easier
-moved first forward spawn a bit forward in front of the 2nd point
-sightline blocking across the point
-opened up the area behind the point more
-highground for the defending team on the left flank route

LAST:
-redesigned last point a lot
-removed highground from directly behind the point and added some cover instead
- reworked and polished the rightside chocke/holding area
-added a pilar to the left side to break the gameplay space a bit

OTHER:
-more frontline
-some detailing
-stuff that I forgot to mention

Latest version download (a7)

TF2maps.net

a4-a7

MID:
-redesigned mid point (twice) into a broken building.
-highground now accessable from both left and right
-stairs leading from the lowground under the point to the point
-polished lobby and connectors to 2nd point
-extended the lobby building towards 2nd on the flank route side
-added small ammo pickups behind the tanks on mid

2ND:
-reworked right side shutter enterance to 2nd and removed the little building in front of the shutter
-left side enterance to last connected to lobby to make escaping 2nd into lobby easier
-moved first forward spawn a bit forward in front of the 2nd point
-sightline blocking across the point
-opened up the area behind the point more
-highground for the defending team on the left flank route

LAST:
-redesigned last point a lot
-removed highground from directly behind the point and added some cover instead
- reworked and polished the rightside chocke/holding area
-added a pilar to the left side to break the gameplay space a bit

OTHER:
-more frontline
-some detailing
-stuff that I forgot to mention

[h][b][url=https://tf2maps.net/downloads/cp_kalinka.2273/download?version=5723]Latest version download (a7)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
11
#11
4 Frags +

Sorry for bumping, but do you want this included on New Map Pugs tonight?

Sorry for bumping, but do you want this included on New Map Pugs tonight?
12
#12
5 Frags +
TsarbucksSorry for bumping, but do you want this included on New Map Pugs tonight?

Sorry I could not respond in time, I was asleep already. (timezones woo!) And yeah any testing and feedback is more than welcome! Someone from possibly another pug group already asked me the same and I told them that it would be really cool to get some proper feedback. Adding a part to the OP that explains any testing without my specific permission is completely fine.

[quote=Tsarbucks]Sorry for bumping, but do you want this included on New Map Pugs tonight?[/quote]
Sorry I could not respond in time, I was asleep already. (timezones woo!) And yeah any testing and feedback is more than welcome! Someone from possibly another pug group already asked me the same and I told them that it would be really cool to get some proper feedback. Adding a part to the OP that explains any testing without my specific permission is completely fine.
13
#13
1 Frags +

the way the second forward spawn is positioned a lot of people (including me) accidentally go the wrong way

the way the second forward spawn is positioned a lot of people (including me) accidentally go the wrong way
14
#14
9 Frags +

please don't get discouraged with map making. it's always nice to see new maps but its a shame that so much people abandon their maps. keep working at it :)

so far it looks pretty nice, so good job!

please don't get discouraged with map making. it's always nice to see new maps but its a shame that so much people abandon their maps. keep working at it :)

so far it looks pretty nice, so good job!
15
#15
5 Frags +
sage78the way the second forward spawn is positioned a lot of people (including me) accidentally go the wrong way

The 2nd forward spawn has already been fixed to face mid in the next version.

rowpiecesplease don't get discouraged with map making. it's always nice to see new maps but its a shame that so much people abandon their maps. keep working at it :)

so far it looks pretty nice, so good job!

I am currently feeling really good on how kalinka has turned out. I have no intention to stop working on it any time soon, so dont worry!

[quote=sage78]the way the second forward spawn is positioned a lot of people (including me) accidentally go the wrong way[/quote]

The 2nd forward spawn has already been fixed to face mid in the next version.

[quote=rowpieces]please don't get discouraged with map making. it's always nice to see new maps but its a shame that so much people abandon their maps. keep working at it :)

so far it looks pretty nice, so good job![/quote]

I am currently feeling really good on how kalinka has turned out. I have no intention to stop working on it any time soon, so dont worry!
16
#16
4 Frags +

a8

MID:
-made the left side enterance to mid smaller and buffed the rightside enterance
-removed the concrete barrier wall wich players could jump over
-made 2nd forward spawn face mid to cause less confusion
-changed props inside the mid building
-added jumpable awning on top of the lower enterance to mid
-reworked the left flank from mid to 2nd to feel a bit more chokey
-moved pickups around on house and added an additional small ammo

2ND:
-added an alternative door to the rightside alternative shutter route
-reworked main enterance a bit
-added some highground for the defending team closer to main enterance
-made some brushes behind 2nd into displacements instead
-moved medium health closer to the point
-replaced small ammo with a medium and moved it next to the med health
-added an additional small ammo to the new highground
-a few new props and lights
-detailing

LAST:
-moved highround a bit higher behind the last point
-made right side ramp up to the highground wider
-made the flank/secret on the right side smaller to make it easier to clear last
-added a prop jump from lower right to top right
-removed the left railing on lobby and added some props to get up easier

OTHER:
-spec cams!

a8a
-removed the extra small ammopack from red last

Latest version download (a8a)

TF2maps.net

a8

MID:
-made the left side enterance to mid smaller and buffed the rightside enterance
-removed the concrete barrier wall wich players could jump over
-made 2nd forward spawn face mid to cause less confusion
-changed props inside the mid building
-added jumpable awning on top of the lower enterance to mid
-reworked the left flank from mid to 2nd to feel a bit more chokey
-moved pickups around on house and added an additional small ammo

2ND:
-added an alternative door to the rightside alternative shutter route
-reworked main enterance a bit
-added some highground for the defending team closer to main enterance
-made some brushes behind 2nd into displacements instead
-moved medium health closer to the point
-replaced small ammo with a medium and moved it next to the med health
-added an additional small ammo to the new highground
-a few new props and lights
-detailing

LAST:
-moved highround a bit higher behind the last point
-made right side ramp up to the highground wider
-made the flank/secret on the right side smaller to make it easier to clear last
-added a prop jump from lower right to top right
-removed the left railing on lobby and added some props to get up easier

OTHER:
-spec cams!

a8a
-removed the extra small ammopack from red last

[h][b][url=https://tf2maps.net/downloads/cp_kalinka.2273/download?version=5811]Latest version download (a8a)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]
17
#17
1 Frags +

Oh neat, just realized I left a small ammo pack I was supposed to delete on the red side...
a8a incoming in 20minutes ->

a8a up in the previous post.

[s]Oh neat, just realized I left a small ammo pack I was supposed to delete on the red side...
a8a incoming in 20minutes ->[/s]

a8a up in the previous post.
18
#18
3 Frags +

Anyone wanna try a8a? its a fun map
https://tf2center.com/lobbies/753995

edit: nvm manually closed by MasterNoob
edit2: 2nd Try https://tf2center.com/lobbies/754019

Anyone wanna try a8a? its a fun map
https://tf2center.com/lobbies/753995

edit: nvm manually closed by MasterNoob
edit2: 2nd Try https://tf2center.com/lobbies/754019
19
#19
4 Frags +
sage78Anyone wanna try a8a? its a fun map
https://tf2center.com/lobbies/753995
edit: nvm manually closed by MasterNoob

I really want to pug on this map. Let's try to get one going before he can close it.

[quote=sage78]Anyone wanna try a8a? its a fun map
https://tf2center.com/lobbies/753995
edit: nvm manually closed by MasterNoob[/quote]

I really want to pug on this map. Let's try to get one going before he can close it.
20
#20
5 Frags +

I've got a9 coming up real soon with a few (possibly) good changes. The roof behind second has been opened up for easier jumps to and out of the point, and a new tiny highground watching over 2nd.

https://tf2maps.net/attachments/20160923014900_1-jpg.33160/

https://tf2maps.net/attachments/20160923014915_1-jpg.33159/

Also removed the weird stairs from the right side of last and added a new dropdown/secret thing.

https://tf2maps.net/attachments/20160923014924_1-jpg.33162/

https://tf2maps.net/attachments/20160923014932_1-jpg.33161/

I've got a9 coming up real soon with a few (possibly) good changes. The roof behind second has been opened up for easier jumps to and out of the point, and a new tiny highground watching over 2nd.

[img]https://tf2maps.net/attachments/20160923014900_1-jpg.33160/[/img]
[img]https://tf2maps.net/attachments/20160923014915_1-jpg.33159/[/img]

Also removed the weird stairs from the right side of last and added a new dropdown/secret thing.

[img]https://tf2maps.net/attachments/20160923014924_1-jpg.33162/[/img]
[img]https://tf2maps.net/attachments/20160923014932_1-jpg.33161/[/img]
21
#21
3 Frags +

a9

MID:
-blocked the sides a bit more with a broken window
-detail and lighting changes
-minor clipping

2ND:
-opened the roof behind 2nd to allow jumps into and out of the point
-added a new small highground overlooking 2nd, accessible from lobby with a small ramp
-changed one of the left side doors into windows (which can still be used as a enterance to lobby)
-some detailing
-lighting pass

LAST:
-replaced the silly staircase on the right side with a dropdown/secret accessible from the rightside of lobby
-some detailing
-lighting pass

Latest version download (a9)

TF2maps.net

Would love to get some feedback from 6s pugs!

a9

MID:
-blocked the sides a bit more with a broken window
-detail and lighting changes
-minor clipping

2ND:
-opened the roof behind 2nd to allow jumps into and out of the point
-added a new small highground overlooking 2nd, accessible from lobby with a small ramp
-changed one of the left side doors into windows (which can still be used as a enterance to lobby)
-some detailing
-lighting pass

LAST:
-replaced the silly staircase on the right side with a dropdown/secret accessible from the rightside of lobby
-some detailing
-lighting pass

[h][b][url=https://tf2maps.net/downloads/cp_kalinka.2273/download?version=5944]Latest version download (a9)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]

Would love to get some feedback from 6s pugs!
22
#22
5 Frags +

https://tf2maps.net/attachments/20161008134244_1-jpg.34297/

a10

MID:
-cut down the rightside highground a tiny bit

2ND:
-minor detailing

LAST:
-added a small highground behind the point on top of the glass panel
-added highground made out of pipes connecting left and right side
-included wip models of teslacoil parts
-new capturepoint platform model

prolly forgot a lot

Latest version download (a10)

TF2maps.net

Anyone care to have a proper 6s test on this?

[img]https://tf2maps.net/attachments/20161008134244_1-jpg.34297/[/img]

a10

MID:
-cut down the rightside highground a tiny bit

2ND:
-minor detailing

LAST:
-added a small highground behind the point on top of the glass panel
-added highground made out of pipes connecting left and right side
-included wip models of teslacoil parts
-new capturepoint platform model

prolly forgot a lot

[h][b][url=https://tf2maps.net/downloads/cp_kalinka.2273/download?version=6059]Latest version download (a10)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]

Anyone care to have a proper 6s test on this?
23
#23
1 Frags +
Jusahttps://tf2maps.net/attachments/20161008134244_1-jpg.34297/

a10

MID:
-cut down the rightside highground a tiny bit

2ND:
-minor detailing

LAST:
-added a small highground behind the point on top of the glass panel
-added highground made out of pipes connecting left and right side
-included wip models of teslacoil parts
-new capturepoint platform model

prolly forgot a lot

Latest version download (a10)

TF2maps.net


Anyone care to have a proper 6s test on this?

if i ever play it i will let you know

[quote=Jusa][img]https://tf2maps.net/attachments/20161008134244_1-jpg.34297/[/img]

a10

MID:
-cut down the rightside highground a tiny bit

2ND:
-minor detailing

LAST:
-added a small highground behind the point on top of the glass panel
-added highground made out of pipes connecting left and right side
-included wip models of teslacoil parts
-new capturepoint platform model

prolly forgot a lot

[h][b][url=https://tf2maps.net/downloads/cp_kalinka.2273/download?version=6059]Latest version download (a10)[/url][/b]

[b][url=https://tf2maps.net/threads/cp_kalinka.29310/]TF2maps.net[/url][/b][/h]

Anyone care to have a proper 6s test on this?[/quote]
if i ever play it i will let you know
24
#24
8 Frags +

https://tf2maps.net/attachments/20161018175501_1-jpg.34815/

sneakpeek

[img]https://tf2maps.net/attachments/20161018175501_1-jpg.34815/[/img]

sneakpeek
25
#25
7 Frags +

b2

~ artpass vol. 1 ~

b2

~ artpass vol. 1 ~
26
#26
3 Frags +

looks sickk

looks sickk
27
#27
2 Frags +

mid & last look so much like warmfront

came up with a rollout
https://www.youtube.com/watch?v=_-vxFTY-YJ8

mid & last look so much like warmfront

came up with a rollout
https://www.youtube.com/watch?v=_-vxFTY-YJ8
28
#28
2 Frags +

Mid point is a bit too large I think.

The medium health kit in last lobby has an awkward position.

The stairs under the mid point are positioned pretty awkwardly and feel crowded. You could keep the area under the point but do you really need those stairs? Idk

Otherwise I think it's a good map that has a lot of potential.

Mid point is a bit too large I think.

The medium health kit in last lobby has an awkward position.

The stairs under the mid point are positioned pretty awkwardly and feel crowded. You could keep the area under the point but do you really need those stairs? Idk

Otherwise I think it's a good map that has a lot of potential.
29
#29
6 Frags +

Red forward spawns are broken- you only get forwards when you cap blue 2nd, and then the other team has to take mid for you to lose forwards.

The spawn time for players attacking last is wicked fast, it felt like you could never cap 2nd after defending last successfully.

I liked the mid, felt like an improved version of warmfront.

Not certain about the lobbies, they had some odd sightlines.

Last felt really long.

Dropdown into last is hilarious IMO.

Red forward spawns are broken- you only get forwards when you cap blue 2nd, and then the other team has to take mid for you to lose forwards.

The spawn time for players attacking last is wicked fast, it felt like you could never cap 2nd after defending last successfully.

I liked the mid, felt like an improved version of warmfront.

Not certain about the lobbies, they had some odd sightlines.

Last felt really long.

Dropdown into last is hilarious IMO.
30
#30
0 Frags +
HyceDropdown into last is hilarious IMO.

hilarious in a good way imo. its not that hard to watch and is just the most blatant flank route, it's great

Hyceimproved version of warmfront.

Improved, but still, you know, warmfront mid, and it keeps warmfront's biggest problem with the big ass house that makes it downright impossible to see what's happening unless you fully commit. In fact the little area under the house might have made that even worse by offering more areas to hide in without having any other incentive to go down there, like a small pack.

This mid somehow strikes this really unpleasant balance between too open and too cramped. There's a lot of physical space, lots of good ways to bomb, and 3 entrances into the mid that are all extremely spaced out from each other but lead into the same areas. On medic, I got killed by easy flanks multiple times as my team attempted to push and I was nearly always left with only one or two of my teammates nearby to protect me as everyone else was forced to spread out in the post fight, trying to lock down chokes, finish off kills, or just get confused on the other side of the house. A scout would go to the other side of the map and get behind us unseen (or forgotten, since the midfights tended to last forever), a soldier would bomb, and I basically got caught between a rock and a hard place nearly every mid once the other team figured this combo out. Between not being able to see what was happening due to the house, the endless flanks, the cramped (if numerous) entrances, and many easy routes for solly bombs, mids started being more about making sure my team killed their med than actually surviving it myself.

As I wrote this out, I changed my mind. Warmfront mid is actually better. At least in warmfront a) it's koth and b) it's cramped enough to force teams to either commit or GTFO. This Kalinka mid is just awful.

I liked a few individual bits. The little ledge above 2nd is fun to play around with. The high ground on last was interesting, especially since it's so accessible to the attackers. But some elements are literally broken. For one, the spawns--plus, I swear on my life the shutter from 2nd to lobby was opened by a ghost a few times, and someone said something about that same shutter refusing to open. Many other parts are simply unfun to play, and by the time I got to my 3rd game on this map today I was considering just asking to be subbed out.

[quote=Hyce]
Dropdown into last is hilarious IMO.[/quote]

hilarious in a good way imo. its not that hard to watch and is just the most blatant flank route, it's great

[quote=Hyce]
improved version of warmfront.[/quote]

Improved, but still, you know, warmfront mid, and it keeps warmfront's biggest problem with the big ass house that makes it downright impossible to see what's happening unless you fully commit. In fact the little area under the house might have made that even worse by offering more areas to hide in without having any other incentive to go down there, like a small pack.

This mid somehow strikes this really unpleasant balance between too open and too cramped. There's a lot of physical space, lots of good ways to bomb, and 3 entrances into the mid that are all extremely spaced out from each other but lead into the same areas. On medic, I got killed by easy flanks multiple times as my team attempted to push and I was nearly always left with only one or two of my teammates nearby to protect me as everyone else was forced to spread out in the post fight, trying to lock down chokes, finish off kills, or just get confused on the other side of the house. A scout would go to the other side of the map and get behind us unseen (or forgotten, since the midfights tended to last forever), a soldier would bomb, and I basically got caught between a rock and a hard place nearly every mid once the other team figured this combo out. Between not being able to see what was happening due to the house, the endless flanks, the cramped (if numerous) entrances, and many easy routes for solly bombs, mids started being more about making sure my team killed their med than actually surviving it myself.

As I wrote this out, I changed my mind. Warmfront mid is actually [i]better[/i]. At least in warmfront a) it's koth and b) it's cramped enough to force teams to either commit or GTFO. This Kalinka mid is just awful.

I liked a few individual bits. The little ledge above 2nd is fun to play around with. The high ground on last was interesting, especially since it's so accessible to the attackers. But some elements are literally broken. For one, the spawns--plus, I swear on my life the shutter from 2nd to lobby was opened by a ghost a few times, and someone said something about that same shutter refusing to open. Many other parts are simply unfun to play, and by the time I got to my 3rd game on this map today I was considering just asking to be subbed out.
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