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cp_priderock (5CP with jump pads)
31
#31
1 Frags +

I'm afraid about the entrances to mid. Pushing mid seems super difficult as the mid is tiny and the point has massive height advantage on most of the entrances. Also, the jump pads, while fun, have the potential to be super gimmicky.

I'm afraid about the entrances to mid. Pushing mid seems super difficult as the mid is tiny and the point has massive height advantage on most of the entrances. Also, the jump pads, while fun, have the potential to be super gimmicky.
32
#32
refresh.tf
17 Frags +

Guys please before giving a map PRAISE please try to find out how it PLAYS.

Guys please before giving a map PRAISE please try to find out how it PLAYS.
33
#33
3 Frags +
CollaideGuys please before giving a map PRAISE please try to find out how it PLAYS.

One of right and the best posts.
I test my map with some people and watch some demos, priderock plays and feels good, but still need some improves and fixes, I gonna to ship b2-version today or tomorrow with some changes and improvements, they be not to major but very important, also thanks for post-feedback here guys, it's very useful for me.

[quote=Collaide]Guys please before giving a map PRAISE please try to find out how it PLAYS.[/quote]
One of right and the best posts.
I test my map with some people and watch some demos, priderock plays and feels good, but still need some improves and fixes, I gonna to ship b2-version today or tomorrow with some changes and improvements, they be not to major but very important, also thanks for post-feedback here guys, it's very useful for me.
34
#34
1 Frags +

speaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..

speaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..
35
#35
3 Frags +
Twiggyspeaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..

I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.

[quote=Twiggy]speaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..[/quote]

I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.
36
#36
0 Frags +
DoctorMiggyTwiggyspeaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..
I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.

That will be very cool, but wait beta 2 please. It's almost ready (well, actually it's ready, but I need to test it before public release) .

[quote=DoctorMiggy][quote=Twiggy]speaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..[/quote]

I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.[/quote]

That will be very cool, but wait beta 2 please. It's almost ready (well, actually it's ready, but I need to test it before public release) .
37
#37
2 Frags +

anyone want to try b1 out?
https://www.tf2stadium.com/lobby/6466

anyone want to try b1 out?
https://www.tf2stadium.com/lobby/6466
38
#38
0 Frags +
sage78anyone want to try b1 out?
https://www.tf2stadium.com/lobby/6466

need 5 more!

[quote=sage78]anyone want to try b1 out?
https://www.tf2stadium.com/lobby/6466[/quote]

need 5 more!
39
#39
3 Frags +

the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger
i also got very low fps (80-120 fps) when i usually get 300-600

the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger
i also got very low fps (80-120 fps) when i usually get 300-600
40
#40
0 Frags +
sage78the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger

LoL, but this was fun to me, tbh.

[quote=sage78]the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger[/quote]
LoL, but this was fun to me, tbh.
41
#41
2 Frags +

This would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.

I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.

This would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.

I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.
42
#42
0 Frags +
HoplitejoeThis would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.

I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.

I actually already did that. alphas was much different compared to this.

[quote=Hoplitejoe]This would be much better staying as a pub map, the levels of changes that you need to make it competitive are about as much as making a new map.

I recommend you get feedback for this map, see what works and what doesn't, and use that to make a more viable comp map from scratch for your next map.[/quote]
I actually already did that. alphas was much different compared to this.
43
#43
13 Frags +

Your map looks very nice and has some interesting features. But I'm going to echo what some others have said that you would need to completely scrap and rework large amounts of the map if you wanted it to play well in 6v6 competitive TF2. You should probably clarify if that's your goal or not before people waste time dissecting the map for competitive play.

Your map looks very nice and has some interesting features. But I'm going to echo what some others have said that you would need to completely scrap and rework large amounts of the map if you wanted it to play well in 6v6 competitive TF2. You should probably clarify if that's your goal or not before people waste time dissecting the map for competitive play.
44
#44
5 Frags +

Oh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.

Oh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.
45
#45
5 Frags +
Flower_Shop_GuyOh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.

Despite this, I'd love to see a workable version of this for competitive. I mean, what exactly does designing for pubs really entail? It seems to me that almost anything works in pubs. I've now played two 6v6 games on this and I'd like to offer some quick competitive feedback regardless, you can therefor take this with a grain of salt, or perhaps into consideration.

It's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.
Forward holding from second to mid is quite strange with the two double shutter doors to house, like somebody mentioned, pushing would force a really early uber pop right at the entrance; it'd be really difficult to get a hold of their combo standing on the mid point who would just drop down to their house for safety. This might be solvable by doing something similar to gullywash's big door.

Overall the mid point seems quite one dimensional, lacking any dynamic play, going into the cave should mean that a demo can lock them out from the fight and flanking from under won't work well most likely since it's too compact. A soldier can just sit there and wait for a free frag.

The sniper sightline from window in lobby right before the second point is too strong, you can see all the way to "choke" and "resup" all at the same time. Similarly the sightline is problematic from last (blu right) through the door which goes straight into lobby.

And as mentioned, the jump pads may be quite gimmicky.

I find the last point to be the most intriguing, since you can hold on the top at opposite side of the point. Overall, great work and quite fun and different!

[quote=Flower_Shop_Guy]Oh, I get it.. I designed this map for a public servers, i mean not for 6v6. So that explains the feedback. Anyway, thanks for that.[/quote]

Despite this, I'd love to see a workable version of this for competitive. I mean, what exactly does designing for pubs really entail? It seems to me that almost anything works in pubs. I've now played two 6v6 games on this and I'd like to offer some quick competitive feedback regardless, you can therefor take this with a grain of salt, or perhaps into consideration.

It's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.
Forward holding from second to mid is quite strange with the two double shutter doors to house, like somebody mentioned, pushing would force a really early uber pop right at the entrance; it'd be really difficult to get a hold of their combo standing on the mid point who would just drop down to their house for safety. This might be solvable by doing something similar to gullywash's big door.

Overall the mid point seems quite one dimensional, lacking any dynamic play, going into the cave should mean that a demo can lock them out from the fight and flanking from under won't work well most likely since it's too compact. A soldier can just sit there and wait for a free frag.

The sniper sightline from window in lobby right before the second point is too strong, you can see all the way to "choke" and "resup" all at the same time. Similarly the sightline is problematic from last (blu right) through the door which goes straight into lobby.

And as mentioned, the jump pads may be quite gimmicky.

I find the last point to be the most intriguing, since you can hold on the top at opposite side of the point. Overall, great work and quite fun and different!
46
#46
1 Frags +

I'll take your feedback as consideration, like every other feedbacks. Thanks!

treetoonIt's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.

Hmm it's already have one. But I think i will change it from small to medium.

http://i.imgur.com/tz4pqwA.jpg

sage78the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger
i also got very low fps (80-120 fps) when i usually get 300-600

WoW, are you serious? Coz, I have a same ~150-220FPS, well as on other big and detail maps. That's strange...

I'll take your feedback as consideration, like every other feedbacks. Thanks!

[quote=treetoon]
It's difficult for demos to rollout as there seems to be a lack of 50% hp kits in reasonable places. Perhaps put one in the three shutter door house.
[/quote]

Hmm it's already have one. But I think i will change it from small to medium.
[img]http://i.imgur.com/tz4pqwA.jpg[/img]

[quote=sage78]the small room with the jumppads in mid is a thing of nightmares
the "rock" of mid could be bigger
i also got very low fps (80-120 fps) when i usually get 300-600[/quote]

WoW, are you serious? Coz, I have a same ~150-220FPS, well as on other big and detail maps. That's strange...
47
#47
3 Frags +

Beta 2 relese.
b2: 03-02-2017 (65 build):

- Fixed exploids;
- Better clipping;
- Details changes;
- Changed the size of health kit on middle point on both sides;
- Removed two shutter doors on middle point on both sides;
- Lighting changes and improves;
- Added menu photos;
- Other fixes and improves.

Download:
https://tf2maps.net/downloads/priderock.1268/download?version=6842

DoctorMiggyTwiggyspeaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..
I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.

Do it.

Beta 2 relese.
b2: 03-02-2017 (65 build):

- Fixed exploids;
- Better clipping;
- Details changes;
- Changed the size of health kit on middle point on both sides;
- Removed two shutter doors on middle point on both sides;
- Lighting changes and improves;
- Added menu photos;
- Other fixes and improves.

Download:
https://tf2maps.net/downloads/priderock.1268/download?version=6842


[quote=DoctorMiggy][quote=Twiggy]speaking of playtesting, 6s is a thing but testing it on a pub server could be good and fun too, if someone has a spare server to use..[/quote]

I have a few pub servers
I can have one ready tonight and leave the map running for the whole weekend.[/quote]

Do it.
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