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koth_cannery
1
#1
0 Frags +

https://tf2maps.net/downloads/cannery.2612/
Currently: b10b
Hi, I'm here to talk about koth_cannery, a map specifically designed for competitive play (primarily 6s).
It can be played on any format of course, even pubs, but bear in mind I'm looking for feedback which will cater this towards more competitive players (Which is why I came here)
Essentially, Cannery is a map about the soldier, in the way that Product is a map about the scout. I think it would be healthy to have two KOTH maps in the meta, especially a koth map that isn't dominated by scout.
I'd like gameplay feedback above all else, but aesthetic feedback is appreciated and encouraged also.
SCREENSHOTS (b10b):

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

http://i.imgur.com/pjcmr4f.jpg

http://i.imgur.com/1gT9HL8.jpg

http://i.imgur.com/3wetrV8.jpg

http://i.imgur.com/9ZHJ19o.jpg

http://i.imgur.com/t0eAcLd.jpg

http://i.imgur.com/VOeLn9C.jpg

http://i.imgur.com/i1Fx74A.jpg

http://i.imgur.com/hj75GHu.jpg

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

http://i.imgur.com/gEAtt0W.jpg

Currently b9 is on serveme.tf, ready to play.

Special Thanks to:
Tf2center players who have joined in on cannery lobbies, especially people who gave me great feedback such as Twiggy, Experience and Clam (And probably a few more I've forgotten)
The great folks at Yaynos' Discord, who have given me all the encouragement and discouragement a man could ever need.

https://tf2maps.net/downloads/cannery.2612/
[b]Currently: b10b[/b]
Hi, I'm here to talk about koth_cannery, a map specifically designed for competitive play (primarily 6s).
It can be played on any format of course, even pubs, but bear in mind I'm looking for feedback which will cater this towards more competitive players (Which is why I came here)
Essentially, Cannery is a map about the soldier, in the way that Product is a map about the scout. I think it would be healthy to have two KOTH maps in the meta, especially a koth map that isn't dominated by scout.
I'd like gameplay feedback above all else, but aesthetic feedback is appreciated and encouraged also.
SCREENSHOTS (b10b):
[img]http://i.imgur.com/zLcixHf.jpg[/img]
[img]http://i.imgur.com/pjcmr4f.jpg[/img]
[img]http://i.imgur.com/1gT9HL8.jpg[/img]
[img]http://i.imgur.com/3wetrV8.jpg[/img]
[img]http://i.imgur.com/9ZHJ19o.jpg[/img]
[img]http://i.imgur.com/t0eAcLd.jpg[/img]
[img]http://i.imgur.com/VOeLn9C.jpg[/img]
[img]http://i.imgur.com/i1Fx74A.jpg[/img]
[img]http://i.imgur.com/hj75GHu.jpg[/img]
[img]http://i.imgur.com/qKLdFRh.jpg[/img]
[img]http://i.imgur.com/gEAtt0W.jpg[/img]

Currently [b]b9[/b] is on serveme.tf, ready to play.

Special Thanks to:
Tf2center players who have joined in on cannery lobbies, especially people who gave me great feedback such as Twiggy, Experience and Clam (And probably a few more I've forgotten)
The great folks at Yaynos' Discord, who have given me all the encouragement and discouragement a man could ever need.
2
#2
4 Frags +

looks like you posted the tumbnails for your pics

looks like you posted the tumbnails for your pics
3
#3
6 Frags +

http://puu.sh/r156C/66274536ed.jpg

[img]http://puu.sh/r156C/66274536ed.jpg[/img]
4
#4
2 Frags +
saamlooks like you posted the tumbnails for your picssopshttp://puu.sh/r156C/66274536ed.jpg

Fixed now. Sorry, I copied the pictures from tf2m.

[quote=saam]looks like you posted the tumbnails for your pics[/quote]

[quote=sops][img]http://puu.sh/r156C/66274536ed.jpg[/img][/quote]
Fixed now. Sorry, I copied the pictures from tf2m.
5
#5
3 Frags +

UPDATE: A5.
Not much has changed, just a bunch of textures, a few sightline fixes and a clip or two here and there.

http://i.imgur.com/Eq384tf.png

UPDATE: A5.
Not much has changed, just a bunch of textures, a few sightline fixes and a clip or two here and there.
[img]http://i.imgur.com/Eq384tf.png[/img]
6
#6
2 Frags +

it's been 9 months, here's some gifs of version b2a
im not going over all the stuff that changed but as you can see it was pretty nuts
https://gfycat.com/CriminalSmugIndianelephant
https://gfycat.com/SpicyFabulousFattaileddunnart
link
https://tf2maps.net/downloads/cannery.2612/

it's been 9 months, here's some gifs of version b2a
im not going over all the stuff that changed but as you can see it was pretty nuts
https://gfycat.com/CriminalSmugIndianelephant
https://gfycat.com/SpicyFabulousFattaileddunnart
link
https://tf2maps.net/downloads/cannery.2612/
7
#7
0 Frags +

i like the ramps it could be good rocket jumping

i like the ramps it could be good rocket jumping
8
#8
1 Frags +

Join now to playtest !

[url=https://tf2center.com/lobbies/841230]Join now to playtest ! [/url]
9
#9
2 Frags +

Finally screenshots

http://i.imgur.com/KG88c9g.png

http://i.imgur.com/GUaHOzY.png

http://i.imgur.com/E2167ed.png

http://i.imgur.com/c5nRMyR.png

http://i.imgur.com/TSmUVDb.png

http://i.imgur.com/q3xaGkr.png

http://i.imgur.com/rYtt7dY.png

http://i.imgur.com/9UdlD6G.png

http://i.imgur.com/sfWnVZO.png

http://i.imgur.com/eaX7E1o.png

Finally screenshots
[img]http://i.imgur.com/KG88c9g.png[/img]
[img]http://i.imgur.com/GUaHOzY.png[/img]
[img]http://i.imgur.com/E2167ed.png[/img]
[img]http://i.imgur.com/c5nRMyR.png[/img]
[img]http://i.imgur.com/TSmUVDb.png[/img]
[img]http://i.imgur.com/q3xaGkr.png[/img]
[img]http://i.imgur.com/rYtt7dY.png[/img]
[img]http://i.imgur.com/9UdlD6G.png[/img]
[img]http://i.imgur.com/sfWnVZO.png[/img]
[img]http://i.imgur.com/eaX7E1o.png[/img]
10
#10
-9 Frags +

map is ok but dev is a terrible person pls ignore

map is ok but dev is a terrible person pls ignore
11
#11
0 Frags +

when will this get play tested again? I wanna see how it plays. it feels narrow but might just be cause there arent proper textures but itd be interesting to see how this plays out. Would be interesting to see the creative bombs people come up with

when will this get play tested again? I wanna see how it plays. it feels narrow but might just be cause there arent proper textures but itd be interesting to see how this plays out. Would be interesting to see the creative bombs people come up with
12
#12
3 Frags +
Taostmap is ok but dev is a terrible person pls ignore

no you

SassyTheSasquatchwhen will this get play tested again? I wanna see how it plays. it feels narrow but might just be cause there arent proper textures but itd be interesting to see how this plays out. Would be interesting to see the creative bombs people come up with

I'm trying to do lobbies whenever I can (probably daily, around 5pm GMT in EU), although they are really, really hard to fill. If you have the patience to fill it yourself, just set the map on tf2center to koth_cannery_b2a (as of writing) and it'll automatically start the server on the correct map.

[quote=Taost]map is ok but dev is a terrible person pls ignore[/quote]
no you

[quote=SassyTheSasquatch]when will this get play tested again? I wanna see how it plays. it feels narrow but might just be cause there arent proper textures but itd be interesting to see how this plays out. Would be interesting to see the creative bombs people come up with[/quote]
I'm trying to do lobbies whenever I can (probably daily, around 5pm GMT in EU), although they are really, really hard to fill. If you have the patience to fill it yourself, just set the map on tf2center to koth_cannery_b2a (as of writing) and it'll automatically start the server on the correct map.
13
#13
2 Frags +

lmao we skipped b3 because i made b4 right afterwards anyway
B4
The main problems with the map were how flat it was and how difficult it was to seige point. Hopefully I've fixed this in this version.
Displacements have been added to main areas
The point is now slightly more open whilst the surrounding areas are a bit more tight, thanks to popular demand.
The tall rooves have been readjusted to be better (I don't know how this makes them better, but somehow a lot of people just felt it'd be better so I added it)
Spawns are now technically 64 units above mid, however displacements form a downwards slope towards mid which gives spawners a bit of height advantage too.
SHUTTER OVER MAIN - PLEASE GIVE FEEDBACK ON THIS, AND IMPROVEMENT IDEAS PREFERABLE. THIS IS A BOLD DECISION SO IT IS LIKELY NOT GOING TO BE PERMANENT
Bridge removed. Soldier was a bit too strong thanks to a combination between this bridge and the rooves that allowed him to spam AND move between mid and spawn easily.
The large side route has been given more cover and some small packs to make it a very viable push option for teams.
The roof before main can now be jumped on by everyone thanks to displacements. Possibly a very nice holding point for engineers and heavies, but the shutter restricts their effectiveness.
Spawn has been enlarged and the top entrance widened. The ramp leading to top entrance has also been made more convenient for the spawning team.

Point renamed to something more sensible

That wraps it up. Screenshots:

http://i.imgur.com/web09SC.png

http://i.imgur.com/RloyEkb.png

http://i.imgur.com/MQ3aoWB.png

http://i.imgur.com/fZ6NYMv.png

http://i.imgur.com/AzoAJUU.png

http://i.imgur.com/LtxADm8.png

http://i.imgur.com/yNzikQi.png

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

http://i.imgur.com/x4AqEzj.png

http://i.imgur.com/Excgu0l.png

lmao we skipped b3 because i made b4 right afterwards anyway
[b]B4[/b]
The main problems with the map were how flat it was and how difficult it was to seige point. Hopefully I've fixed this in this version.
Displacements have been added to main areas
The point is now slightly more open whilst the surrounding areas are a bit more tight, thanks to popular demand.
The tall rooves have been readjusted to be better (I don't know how this makes them better, but somehow a lot of people just felt it'd be better so I added it)
Spawns are now technically 64 units above mid, however displacements form a downwards slope towards mid which gives spawners a bit of height advantage too.
SHUTTER OVER MAIN - PLEASE GIVE FEEDBACK ON THIS, AND IMPROVEMENT IDEAS PREFERABLE. THIS IS A BOLD DECISION SO IT IS LIKELY NOT GOING TO BE PERMANENT
Bridge removed. Soldier was a bit too strong thanks to a combination between this bridge and the rooves that allowed him to spam AND [i]move [/i]between mid and spawn easily.
The large side route has been given more cover and some small packs to make it a very viable push option for teams.
The roof before main can now be jumped on by everyone thanks to displacements. Possibly a very nice holding point for engineers and heavies, but the shutter restricts their effectiveness.
Spawn has been enlarged and the top entrance widened. The ramp leading to top entrance has also been made more convenient for the spawning team.

Point renamed to something more sensible

That wraps it up. Screenshots:
[img]http://i.imgur.com/web09SC.png[/img]
[img]http://i.imgur.com/RloyEkb.png[/img]
[img]http://i.imgur.com/MQ3aoWB.png[/img]
[img]http://i.imgur.com/fZ6NYMv.png[/img]
[img]http://i.imgur.com/AzoAJUU.png[/img]
[img]http://i.imgur.com/LtxADm8.png[/img]
[img]http://i.imgur.com/yNzikQi.png[/img]
[img]http://i.imgur.com/LmMBylJ.jpg[/img]
[img]http://i.imgur.com/x4AqEzj.png[/img]
[img]http://i.imgur.com/Excgu0l.png[/img]
14
#14
1 Frags +

Version b4a -
minor clipping improvements
Mainly, I just had to fix the spawns because one of the blue spawn points belonged to red team. Whoops. At least I didnt upload the broken version to serveme, I guess?

Version b4a -
minor clipping improvements
Mainly, I just had to fix the spawns because one of the blue spawn points belonged to red team. Whoops. At least I didnt upload the broken version to serveme, I guess?
15
#15
0 Frags +

We're a few versions ahead, screenshots for b6 are in the works right now

We're a few versions ahead, screenshots for b6 are in the works right now
16
#16
2 Frags +

http://i.imgur.com/MHV2xq4.png

http://i.imgur.com/yXPKcrX.png

http://i.imgur.com/NcHHzuI.png

http://i.imgur.com/TVsdLHi.png

http://i.imgur.com/l7XuX5W.png

http://i.imgur.com/TdBqxmK.png

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

http://i.imgur.com/tuy0wVl.png

http://i.imgur.com/Ve39LB0.png

http://i.imgur.com/er5gOUy.jpg

http://i.imgur.com/dPr9uoM.png

[img]http://i.imgur.com/MHV2xq4.png[/img]
[img]http://i.imgur.com/yXPKcrX.png[/img]
[img]http://i.imgur.com/NcHHzuI.png[/img]
[img]http://i.imgur.com/TVsdLHi.png[/img]
[img]http://i.imgur.com/l7XuX5W.png[/img]
[img]http://i.imgur.com/TdBqxmK.png[/img]
[img]http://i.imgur.com/PGvkEFC.jpg[/img]
[img]http://i.imgur.com/tuy0wVl.png[/img]
[img]http://i.imgur.com/Ve39LB0.png[/img]
[img]http://i.imgur.com/er5gOUy.jpg[/img]
[img]http://i.imgur.com/dPr9uoM.png[/img]
17
#17
1 Frags +

Not gonna draw any conclusions from the lobby I just played with you, since that was very chaotic. Also my viewpoints might be debatable but I wanted to give you feedback since no one else did.

Looking at the map, I think it has potential, but it has big problems with pushes.

http://i.imgur.com/l7XuX5W.png

Starting with mid: a decent team can easily lock down all the entrances in a 6v6 even ubers situation.
The middle entrances are really small and can be locked down with stickies and spam. The only way to break through is with an ubercharge, or with the fast rollout that you have demonstrated. Both these tactics are not very useful because the defending team has an enormous height advantages. A pocket scout can easily deny any jumpers, and the incoming uber can be spotted very early on by a flank scout looking at left flank, allowing the combo to even retreat to their own sheds which are not spammable by the enemy team, and then repush.

Looking at the right flank: it has a huge sightline with alot of height advantage on the right wall. Only a sniper can counter that sightline, any other classes have no business running to this flank.
Meanwhile the flank scout has a huge sightline looking through the left flank (not visible on this screenshot), being able to see everything besides the right flank. He can spot the enemy combo pushing up and any jumpers doing the fast rollout.

Suggestions: rework the middle entrances so they are more accessible, lower the sheds (and make them more horizontal) to decrease the height advantage, block the sightline from left door into main, and remove the wall on the right flank.

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

Besides holding middle, basically any forward hold is also very powerful. I think the main area before mid is way too small for team fights. There's a height advantage for the team holding mid, and they can also get behind cover and retreat to mid if the enemy team somehow manages to do more damage.

Suggestions: widen the entire main area before mid, remove the wall on the right side of the screenshot.

http://i.imgur.com/er5gOUy.jpg

As if wiping on mid isn't bad enough, it's even worse if the other team decides to push forward and spawn camp. There's only two spawn doors really close to each other which can easily be stickied by the enemy demo, who can stand on the walkway in the back of the screenshot, and easily get healed by his medic inside the room. Again, if the spawncamping team gets outdamaged they can easily retreat without getting punished because the other team has to push through a small entrance or through a really tiny chokepoint.

Suggestions: maybe make the area wider so the spawn doors can be further apart, give the spawners a small height advantage.

These are just a few basic suggestions, I think more things should be fixed but these are the issues that should be focused on first. I do like the space on mid and the fast rollouts, so try to preserve that.

Not gonna draw any conclusions from the lobby I just played with you, since that was very chaotic. Also my viewpoints might be debatable but I wanted to give you feedback since no one else did.

Looking at the map, I think it has potential, but it has big problems with pushes.
[img]http://i.imgur.com/l7XuX5W.png[/img]Starting with mid: a decent team can easily lock down all the entrances in a 6v6 even ubers situation.
The middle entrances are really small and can be locked down with stickies and spam. The only way to break through is with an ubercharge, or with the fast rollout that you have demonstrated. Both these tactics are not very useful because the defending team has an enormous height advantages. A pocket scout can easily deny any jumpers, and the incoming uber can be spotted very early on by a flank scout looking at left flank, allowing the combo to even retreat to their own sheds which are not spammable by the enemy team, and then repush.

Looking at the right flank: it has a huge sightline with alot of height advantage on the right wall. Only a sniper can counter that sightline, any other classes have no business running to this flank.
Meanwhile the flank scout has a huge sightline looking through the left flank (not visible on this screenshot), being able to see everything besides the right flank. He can spot the enemy combo pushing up and any jumpers doing the fast rollout.

Suggestions: rework the middle entrances so they are more accessible, lower the sheds (and make them more horizontal) to decrease the height advantage, block the sightline from left door into main, and remove the wall on the right flank.

[img]http://i.imgur.com/PGvkEFC.jpg[/img]Besides holding middle, basically any forward hold is also very powerful. I think the main area before mid is way too small for team fights. There's a height advantage for the team holding mid, and they can also get behind cover and retreat to mid if the enemy team somehow manages to do more damage.

Suggestions: widen the entire main area before mid, remove the wall on the right side of the screenshot.

[img]http://i.imgur.com/er5gOUy.jpg[/img]As if wiping on mid isn't bad enough, it's even worse if the other team decides to push forward and spawn camp. There's only two spawn doors really close to each other which can easily be stickied by the enemy demo, who can stand on the walkway in the back of the screenshot, and easily get healed by his medic inside the room. Again, if the spawncamping team gets outdamaged they can easily retreat without getting punished because the other team has to push through a small entrance or through a really tiny chokepoint.

Suggestions: maybe make the area wider so the spawn doors can be further apart, give the spawners a small height advantage.


These are just a few basic suggestions, I think more things should be fixed but these are the issues that should be focused on first. I do like the space on mid and the fast rollouts, so try to preserve that.
18
#18
2 Frags +

Alright, thank you so much for all of this feedback. I will make most, if not all of these changes in the next update since I really can't see much wrong with them. However, I will test out this version a bit more as well just in case there is any more important features I should include before releasing the next update.

Alright, thank you so much for all of this feedback. I will make most, if not all of these changes in the next update since I really can't see much wrong with them. However, I will test out this version a bit more as well just in case there is any more important features I should include before releasing the next update.
19
#19
1 Frags +

B7 is out!
http://imgur.com/a/5QGHb
No huge changes, just textures and tweaks.
The gameplay changes made are:
Main is now a lot wider and safer for the team that is attempting to push point
Shed is now a lot less deep to discourage camping and hiding (Especially for spies, who were very popular for some reason)

B7 is out!
http://imgur.com/a/5QGHb
No huge changes, just textures and tweaks.
The gameplay changes made are:
Main is now a lot wider and safer for the team that is attempting to push point
Shed is now a lot less deep to discourage camping and hiding (Especially for spies, who were very popular for some reason)
20
#20
4 Frags +

VERSION B8

Pack balancing, new doorways, windows, and further texturing
Spawns have recieved a texture overhaul to make them look more like koth king, which will ultimately be the desired style of the map.

A window from bridge to balc has been made, allowing the combo to see flanks better - a theme of this update.

A doorway has been added to the left side flank letting teams rotate from main to balc a lot quicker, as well as letting cornered teams escape faster if they get pushed into from mid.

There is a lot less ammo around, in an effort to prevent spam. If you need ammo, you have two choices - Walk backwards, or kill people. Either way is better than standing on a pack and spamming.

A lot of walls in the map have been replaced by fences, allowing players to see things, with their eyes. Eyes are, generally, an extremely useful tool and I feel that buffing them will make getting flanked less frustrating. It would be expensive to ship glasses to everyone that plays the map, so instead I'm just adding these cool fences.

The flank route at mid has regained the pathway to the point that it lost a long time ago. It's still a flank route, of course, but now if someone is walking through to get behind you, you can (you guessed it) see them coming.

As you can imagine, people enjoyed the combat but didn't really enjoy getting spammed out or getting randomly killed by people that were behind them. This was by no fault of their own - they couldn't see the flank, because there were severe visibility issues. These, hopefully, have all been fixed.

http://i.imgur.com/AjaDuY3.jpg

http://i.imgur.com/b2fOgcJ.jpg

http://i.imgur.com/2Jl1Fve.jpg

http://i.imgur.com/dluY5pJ.jpg

http://i.imgur.com/HPq713q.jpg

http://i.imgur.com/NHdiQ3N.jpg

http://i.imgur.com/7Wypyei.jpg

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

http://i.imgur.com/v9WwGFw.jpg

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

http://i.imgur.com/wljS60O.jpg

http://i.imgur.com/8F8UA96.jpg

VERSION B8

Pack balancing, new doorways, windows, and further texturing
Spawns have recieved a texture overhaul to make them look more like koth king, which will ultimately be the desired style of the map.

A window from bridge to balc has been made, allowing the combo to see flanks better - a theme of this update.

A doorway has been added to the left side flank letting teams rotate from main to balc a lot quicker, as well as letting cornered teams escape faster if they get pushed into from mid.

There is a lot less ammo around, in an effort to prevent spam. If you need ammo, you have two choices - Walk backwards, or kill people. Either way is better than standing on a pack and spamming.

A lot of walls in the map have been replaced by fences, allowing players to see things, with their eyes. Eyes are, generally, an extremely useful tool and I feel that buffing them will make getting flanked less frustrating. It would be expensive to ship glasses to everyone that plays the map, so instead I'm just adding these cool fences.

The flank route at mid has regained the pathway to the point that it lost a long time ago. It's still a flank route, of course, but now if someone is walking through to get behind you, you can (you guessed it) see them coming.

As you can imagine, people enjoyed the combat but didn't really enjoy getting spammed out or getting randomly killed by people that were behind them. This was by no fault of their own - they couldn't see the flank, because there were severe visibility issues. These, hopefully, have all been fixed.

[img]http://i.imgur.com/AjaDuY3.jpg[/img]
[img]http://i.imgur.com/b2fOgcJ.jpg[/img]
[img]http://i.imgur.com/2Jl1Fve.jpg[/img]
[img]http://i.imgur.com/dluY5pJ.jpg[/img]
[img]http://i.imgur.com/HPq713q.jpg[/img]
[img]http://i.imgur.com/NHdiQ3N.jpg[/img]
[img]http://i.imgur.com/7Wypyei.jpg[/img]
[img]http://i.imgur.com/LwYvrJG.jpg[/img]
[img]http://i.imgur.com/v9WwGFw.jpg[/img]
[img]http://i.imgur.com/ZUFytbz.jpg[/img]
[img]http://i.imgur.com/wljS60O.jpg[/img]
[img]http://i.imgur.com/8F8UA96.jpg[/img]
21
#21
2 Frags +

We detail now boys

http://i.imgur.com/SQdX5wv.jpg

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

http://i.imgur.com/1Qwh0bf.jpg

http://i.imgur.com/DFrf03W.jpg

http://i.imgur.com/pRJBc5T.jpg

http://i.imgur.com/r5omO3q.jpg

http://i.imgur.com/xzmvm2M.jpg

http://i.imgur.com/Hp5xJp2.jpg

http://i.imgur.com/oM2H7Pp.jpg

http://i.imgur.com/i0gWl9z.jpg

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

We detail now boys

[img]http://i.imgur.com/SQdX5wv.jpg[/img]
[img]http://i.imgur.com/qLgHOCJ.jpg[/img]
[img]http://i.imgur.com/1Qwh0bf.jpg[/img]
[img]http://i.imgur.com/DFrf03W.jpg[/img]
[img]http://i.imgur.com/pRJBc5T.jpg[/img]
[img]http://i.imgur.com/r5omO3q.jpg[/img]
[img]http://i.imgur.com/xzmvm2M.jpg[/img]
[img]http://i.imgur.com/Hp5xJp2.jpg[/img]
[img]http://i.imgur.com/oM2H7Pp.jpg[/img]
[img]http://i.imgur.com/i0gWl9z.jpg[/img]
[img]http://i.imgur.com/zLcixHf.jpg[/img]
22
#22
-4 Frags +

angersh i nuted

angersh i nuted
23
#23
2 Frags +

this map looks purty

this map looks purty
24
#24
-2 Frags +

cannery is supereffective against finnish people

cannery is supereffective against finnish people
25
#25
0 Frags +

more feedback (relevant text below each image not above) :

Show Content

http://i.imgur.com/xA50s6c.jpg

This billboard is misleading because I can go through it, but i can't go through this one :

http://i.imgur.com/PK2A1q1.jpg

http://i.imgur.com/6Tm0b0j.jpg

a bit of a looks issue over there. I'm not sure going for stairs will be the prettier choice, but that does not matter too much

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

imba spot to break the forward hold as it's possible to spam at the fence

http://i.imgur.com/J7Xxm14.jpg

One can get blocked in this corner. Although it's possible to get out i don't really see what this prop achieves.

http://i.imgur.com/o0o7TUD.jpg

I can get up the garbage bags but not on the fake shutter rails. I suggest you add clipping to the shutter rails

http://i.imgur.com/ObAjs2u.jpg

Texture problem, or does it come from me?

http://i.imgur.com/t2wx7aC.jpg

I like this fence idea you had

http://i.imgur.com/tyS0lIt.jpg

No clipping, very misleading :(((

http://i.imgur.com/u3ypm4X.jpg

I understand the gameplay use of this element but it's fucking ugly :(

http://i.imgur.com/xjY1NBG.jpg

I think that you should not leave this ammo pack here. I believe that you can straight up remove it because there are plenty of packs on the map, but if you really want to keep it, you'd be advised not to put it on a place a player wants to be, because there is no cost of getting this ammo pack. Players who need ammo should have to invest time/position to get it, and here it is handed for free. Maybe put it somewhere on this flank?

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

http://i.imgur.com/lsn1Uud.jpg

1- there is still no window here and 2- i have graphic bugs on the ledge of the roof, maybe some kind of geometry issue you may want to check.

The behaviour of your billboard is incomprehensible. These ones have no clipping, but this one has :

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

Don't put stuff in reachable areas if you don't want players to step on it, especially when there is NO visual information helping one to determine if one thing can be stepped on or not

I would like you to swap the medium healthpack there :

http://i.imgur.com/Sdz41pu.jpg


With this one :

http://i.imgur.com/qYGnI0r.jpg

In order to give more incentive to players to swap instead of gathering in the centre area.

http://i.imgur.com/jzbrH0S.jpg

Are you sure you want to allow a point defender to go there? It's already hard enough to push through your tiny choke points...

TLDR fix your goddamn billboard clippings and apply the same rule for all the visual elements! More play testing is needed to know if the geometry plays good.
more feedback (relevant text below each image not above) :
[spoiler]
[img]http://i.imgur.com/xA50s6c.jpg[/img]
This billboard is misleading because I can go through it, but i can't go through this one :
[img]http://i.imgur.com/PK2A1q1.jpg[/img]

[img]http://i.imgur.com/6Tm0b0j.jpg[/img]
a bit of a looks issue over there. I'm not sure going for stairs will be the prettier choice, but that does not matter too much

[img]http://i.imgur.com/oVMhQne.jpg[/img]
imba spot to break the forward hold as it's possible to spam at the fence

[img]http://i.imgur.com/J7Xxm14.jpg[/img]
One can get blocked in this corner. Although it's possible to get out i don't really see what this prop achieves.

[img]http://i.imgur.com/o0o7TUD.jpg[/img]
I can get up the garbage bags but not on the fake shutter rails. I suggest you add clipping to the shutter rails

[img]http://i.imgur.com/ObAjs2u.jpg[/img]
Texture problem, or does it come from me?

[img]http://i.imgur.com/t2wx7aC.jpg[/img]
I like this fence idea you had

[img]http://i.imgur.com/tyS0lIt.jpg[/img]
No clipping, very misleading :(((

[img]http://i.imgur.com/u3ypm4X.jpg[/img]
I understand the gameplay use of this element but it's fucking ugly :(

[img]http://i.imgur.com/xjY1NBG.jpg[/img]
I think that you should not leave this ammo pack here. I believe that you can straight up remove it because there are plenty of packs on the map, but if you really want to keep it, you'd be advised not to put it on a place a player wants to be, because there is no cost of getting this ammo pack. Players who need ammo should have to invest time/position to get it, and here it is handed for free. Maybe put it somewhere on this flank?
[img]http://i.imgur.com/MTlhKST.jpg[/img]

[img]http://i.imgur.com/lsn1Uud.jpg[/img]
1- there is still no window here and 2- i have graphic bugs on the ledge of the roof, maybe some kind of geometry issue you may want to check.

[img][/img]
The behaviour of your billboard is incomprehensible. These ones have no clipping, but this one has :
[img]http://i.imgur.com/qxSXpuY.jpg[/img]
Don't put stuff in reachable areas if you don't want players to step on it, especially when there is NO visual information helping one to determine if one thing can be stepped on or not

I would like you to swap the medium healthpack there :
[img]http://i.imgur.com/Sdz41pu.jpg[/img]

With this one :
[img]http://i.imgur.com/qYGnI0r.jpg[/img]
In order to give more incentive to players to swap instead of gathering in the centre area.

[img]http://i.imgur.com/jzbrH0S.jpg[/img]
Are you sure you want to allow a point defender to go there? It's already hard enough to push through your tiny choke points...

TLDR fix your goddamn billboard clippings and apply the same rule for all the visual elements! More play testing is needed to know if the geometry plays good.
[/spoiler]
26
#26
2 Frags +
Twiggysnip

Yeah the detailing was a bit slapdash because it was all visual
Now, all of the clipping on every billboard, vent and shutter has been completely removed, as intended, and you now slide off of vents so you cannot stand up there either. Boxes and stuff are still the same of course because it makes sense to collide with them. Z-Fighting and other minor graphical issues like the stairs outside of spawn have already been fixed, and I'm constructing cubemaps to fix the windows currently - Funnily enough, the windows seem to work already on max graphics settings, but not my graphics config. It's strange.
Optimisation is in the works, and I'll run through your suggested changes with some other people just to get a second opinion. Thank you so much for your continued feedback!

EDIT: I also made mid a bit wider at the expense of room in shed, because people in the Dmix felt mid was a tad bit too cluttered

http://i.imgur.com/B4HXhr7.jpg

[quote=Twiggy]snip[/quote]
Yeah the detailing was a bit slapdash because it was all visual
Now, all of the clipping on every billboard, vent and shutter has been completely removed, as intended, and you now slide off of vents so you cannot stand up there either. Boxes and stuff are still the same of course because it makes sense to collide with them. Z-Fighting and other minor graphical issues like the stairs outside of spawn have already been fixed, and I'm constructing cubemaps to fix the windows currently - Funnily enough, the windows seem to work already on max graphics settings, but not my graphics config. It's strange.
Optimisation is in the works, and I'll run through your suggested changes with some other people just to get a second opinion. Thank you so much for your continued feedback!

EDIT: I also made mid a bit wider at the expense of room in shed, because people in the Dmix felt mid was a tad bit too cluttered [img]http://i.imgur.com/B4HXhr7.jpg[/img]
27
#27
0 Frags +

I've almost completely surrounded the map in buildings, now.
But, that's not really important - gameplay changes!
There's now a window in shed to help you spy on the flanks easier - Speaking of shed, shed's narrower in order to make more width on mid, something heavily requested. Props have been standardised in clipping (see: no clipping) and most perch points have been removed. if you still find some, tell me like the responsible gentle(wo)man you are.
Bask in thine screenshots:

http://i.imgur.com/pjcmr4f.jpg

http://i.imgur.com/1gT9HL8.jpg

http://i.imgur.com/3wetrV8.jpg

http://i.imgur.com/9ZHJ19o.jpg

http://i.imgur.com/t0eAcLd.jpg

http://i.imgur.com/VOeLn9C.jpg

http://i.imgur.com/i1Fx74A.jpg

http://i.imgur.com/hj75GHu.jpg

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

http://i.imgur.com/gEAtt0W.jpg

I've almost completely surrounded the map in buildings, now.
But, that's not really important - gameplay changes!
There's now a window in shed to help you spy on the flanks easier - Speaking of shed, shed's narrower in order to make more width on mid, something heavily requested. Props have been standardised in clipping (see: no clipping) and most perch points have been removed. if you still find some, tell me like the responsible gentle(wo)man you are.
Bask in thine screenshots:
[img]http://i.imgur.com/pjcmr4f.jpg[/img]
[img]http://i.imgur.com/1gT9HL8.jpg[/img]
[img]http://i.imgur.com/3wetrV8.jpg[/img]
[img]http://i.imgur.com/9ZHJ19o.jpg[/img]
[img]http://i.imgur.com/t0eAcLd.jpg[/img]
[img]http://i.imgur.com/VOeLn9C.jpg[/img]
[img]http://i.imgur.com/i1Fx74A.jpg[/img]
[img]http://i.imgur.com/hj75GHu.jpg[/img]
[img]http://i.imgur.com/qKLdFRh.jpg[/img]
[img]http://i.imgur.com/gEAtt0W.jpg[/img]
28
#28
0 Frags +

i really like this map and it plays well
some minor thoughts
https://imgur.com/a/uh6RV
also put some ammo near the point in mid pls, or move the medium pack from the small shed in mid to somewhere easier to acces

i really like this map and it plays well
some minor thoughts
https://imgur.com/a/uh6RV
also put some ammo near the point in mid pls, or move the medium pack from the small shed in mid to somewhere easier to acces
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