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Koth_Synthetic
1
#1
0 Frags +

Synthetic is a King of the hill map with asymmetrical detailing and 2nd place winner of the Meet your Map competitive mapping competition. The map has been designed from the ground up for competitive play taking inspirations from multiple comp maps such as product, arctic, and coalplant.

The map is deep into it's beta stage and I'm looking for any feedback I can get to finish it up.

*Beta 17 is now available*
-edited detailing of 2nd transitional buildings to make them a more similar to decrease asymmetrical rocket jumping abilities.
-added cover to upper platforms at mid
-lowered point "hill" area a bit
-edited mid point to fit the new height
-edited some textures on side buildings by mid
-changed background detail in first transitional buildings to look more like they are outside the play space
-fixed clipping issues around the map
-changed that sign Defcon doesn't like
-added small path from pipes at upper area by mid around the side of the building
-changed doorway to 2nd transitional building courtyard from upper area by mid to block a sight line
-made in bounds foliage props non-solid
-figured out how to add detail sprites for displacements, so the map has those now
-attempted to make the sign jump at mid more obvious
-changed red 1st transitional building exterior's roofs in order to fix brushes not rendering when they where supposed to

*Beta 15 is now available*
-added clipping to ceiling of side buildings by the point
-fixed clipping issues throughout the map
-edited lighting values in multiple places
-changed detailing in tunnels to make them more distinct from each other
-changed doorway from inside tunnels to outside so it should be less likely to get stuck on when rocket jumping out of
-fixed sticky bombs explosion going through awnings at mid
-changed detailing of upper blue side building at mid to match upper red side building
-fixed signtline from upper outside roof area at the 2nd transitional building that let snipers see all the way across mid
-moved around health and ammo by point area
-changed detailing in blu's first transitional building right side to better match that area on red side
-added jimi jam
-probably some other things I don't remember

*Beta 14 is now available*
-changed grate texture to no longer allow explosions through it
-fixed clipping issues
-some optimization
-detailing in 1st transitional building for blu
-fixed shadow and lighting issues
-removed health from side building by mid
-removed small ammo at mid
-changed health in 2nd transitional building to small and changed health outside the mid side building to a medium
-fixed prop fade issues
-general detailing
-changed wooden planks leading onto upper catwalk between 1st and 2nd transitional building to a metal structure
-closed wall gap by stairs in 2nd transitional building
-fixed sniper sightlines behind large pipes by mid
-fixed props not being non-solid
-changed some textures to be more uniform
-fixed ability to get outside of map

*Beta 16 is now Available*
-fixed clipping issues on pipes by mid
-fixed missing texture on chair in red tunnel
-fixed perch on wooden structure at blu spawn
-other small things hither and thither

Download: https://tf2maps.net/downloads/synthetic.5573/download?version=14390

TF2maps thread: https://tf2maps.net/downloads/synthetic.5573/

Synthetic is a King of the hill map with asymmetrical detailing and 2nd place winner of the Meet your Map competitive mapping competition. The map has been designed from the ground up for competitive play taking inspirations from multiple comp maps such as product, arctic, and coalplant.

The map is deep into it's beta stage and I'm looking for any feedback I can get to finish it up.

*Beta 17 is now available*
-edited detailing of 2nd transitional buildings to make them a more similar to decrease asymmetrical rocket jumping abilities.
-added cover to upper platforms at mid
-lowered point "hill" area a bit
-edited mid point to fit the new height
-edited some textures on side buildings by mid
-changed background detail in first transitional buildings to look more like they are outside the play space
-fixed clipping issues around the map
-changed that sign Defcon doesn't like
-added small path from pipes at upper area by mid around the side of the building
-changed doorway to 2nd transitional building courtyard from upper area by mid to block a sight line
-made in bounds foliage props non-solid
-figured out how to add detail sprites for displacements, so the map has those now
-attempted to make the sign jump at mid more obvious
-changed red 1st transitional building exterior's roofs in order to fix brushes not rendering when they where supposed to

*Beta 15 is now available*
-added clipping to ceiling of side buildings by the point
-fixed clipping issues throughout the map
-edited lighting values in multiple places
-changed detailing in tunnels to make them more distinct from each other
-changed doorway from inside tunnels to outside so it should be less likely to get stuck on when rocket jumping out of
-fixed sticky bombs explosion going through awnings at mid
-changed detailing of upper blue side building at mid to match upper red side building
-fixed signtline from upper outside roof area at the 2nd transitional building that let snipers see all the way across mid
-moved around health and ammo by point area
-changed detailing in blu's first transitional building right side to better match that area on red side
-added jimi jam
-probably some other things I don't remember

*Beta 14 is now available*
-changed grate texture to no longer allow explosions through it
-fixed clipping issues
-some optimization
-detailing in 1st transitional building for blu
-fixed shadow and lighting issues
-removed health from side building by mid
-removed small ammo at mid
-changed health in 2nd transitional building to small and changed health outside the mid side building to a medium
-fixed prop fade issues
-general detailing
-changed wooden planks leading onto upper catwalk between 1st and 2nd transitional building to a metal structure
-closed wall gap by stairs in 2nd transitional building
-fixed sniper sightlines behind large pipes by mid
-fixed props not being non-solid
-changed some textures to be more uniform
-fixed ability to get outside of map

*Beta 16 is now Available*
-fixed clipping issues on pipes by mid
-fixed missing texture on chair in red tunnel
-fixed perch on wooden structure at blu spawn
-other small things hither and thither


Download: https://tf2maps.net/downloads/synthetic.5573/download?version=14390

TF2maps thread: https://tf2maps.net/downloads/synthetic.5573/
2
#2
1 Frags +

love the look of it. has it been tested in competitive play?

love the look of it. has it been tested in competitive play?
3
#3
3 Frags +
tonylove the look of it. has it been tested in competitive play?

Yes. It is a great koth map.
The only issue I might think of is some kind of areas that are never used during the gameplay.

[quote=tony]love the look of it. has it been tested in competitive play?[/quote]
Yes. It is a great koth map.
The only issue I might think of is some kind of areas that are never used during the gameplay.
4
#4
3 Frags +

Played it today in a dmix, found it really fun and has a lot of potential. Really want to play it again and hope it's considered in the future

1 thing I would consider is letting soldiers on top of the yellow pipes by point. Playing roamer it felt like there wasn't a good spot to stand in defending from behind the point. If you stand on the right side (either way) you're useless if nobody goes under and if you go on the ledge the pocket goes on then you both eat the same spam. Could do with somewhere else to stand.

Played it today in a dmix, found it really fun and has a lot of potential. Really want to play it again and hope it's considered in the future

1 thing I would consider is letting soldiers on top of the yellow pipes by point. Playing roamer it felt like there wasn't a good spot to stand in defending from behind the point. If you stand on the right side (either way) you're useless if nobody goes under and if you go on the ledge the pocket goes on then you both eat the same spam. Could do with somewhere else to stand.
5
#5
19 Frags +

After doing a map lookover, this is what Bowl, exa, and I found.
edit: i am inexperienced at posting and this post might not be formatted correctly :(

These health packs should be switched. Looking towards the point there is one on the far left so the medium pack should be on the far right instead of in the middle.

https://i.imgur.com/hDM1yHx.jpg

https://i.imgur.com/uBiTDlz.jpg

Can splash through all of this??

https://i.imgur.com/nYQqJOg.jpg

https://i.imgur.com/W9Gt647.jpg

https://i.imgur.com/INqUG20.jpg

Funny sightline when other team is hugging the wall trying to get to point

https://i.imgur.com/sfsxDZJ.png

Mid feels kinda cramped because of this block

https://i.imgur.com/31Im479.jpg

I can shoot through this while standing on the light switch effectively corner peeking as sniper where I'm pretty much not visible

https://i.imgur.com/bJhRB1Y.png

Questioning why you can stand on this

https://i.imgur.com/26FoytO.jpg

https://i.imgur.com/mOyQChf.jpg

but not the light

https://i.imgur.com/egBv1w2.jpg

Following stuff should be nocollided

https://i.imgur.com/yaJgUkm.jpg

https://i.imgur.com/oQsEnva.jpg

https://i.imgur.com/PkXMlG4.jpg

https://i.imgur.com/TgTvLTC.jpg

https://i.imgur.com/R1XFYOH.jpg

https://i.imgur.com/QanN7Q4.jpg

also lightswitch on door??

Stuff that should definitely be fixed relating to clipping/brushes

https://i.imgur.com/iIFm4El.jpg

https://i.imgur.com/n39BMGs.png

https://i.imgur.com/9TlGoOg.png

https://i.imgur.com/KQ0wY4H.png

https://i.imgur.com/11vI87i.png

https://i.imgur.com/PjwKyrW.jpg

https://i.imgur.com/QXUkPnr.jpg

https://i.imgur.com/bpxmyzM.jpg

https://i.imgur.com/aPBI9zd.jpg

cannot stand on awnings but can stand on window

https://i.imgur.com/ulYuVNO.jpg

https://i.imgur.com/VTAczxb.jpg

this is major because you can get outside the map

https://i.imgur.com/3yzMDaD.jpg

https://i.imgur.com/bmoYF61.png

can stand on the brush

After doing a map lookover, this is what Bowl, exa, and I found.
edit: i am inexperienced at posting and this post might not be formatted correctly :(



These health packs should be switched. Looking towards the point there is one on the far left so the medium pack should be on the far right instead of in the middle.
[img]https://i.imgur.com/hDM1yHx.jpg[/img]
[img]https://i.imgur.com/uBiTDlz.jpg[/img]



Can splash through all of this??
[img]https://i.imgur.com/nYQqJOg.jpg[/img]
[img]https://i.imgur.com/W9Gt647.jpg[/img]
[img]https://i.imgur.com/INqUG20.jpg[/img]



Funny sightline when other team is hugging the wall trying to get to point
[img]https://i.imgur.com/sfsxDZJ.png[/img]



Mid feels kinda cramped because of this block
[img]https://i.imgur.com/31Im479.jpg[/img]



I can shoot through this while standing on the light switch effectively corner peeking as sniper where I'm pretty much not visible
[img]https://i.imgur.com/bJhRB1Y.png[/img]



Questioning why you can stand on this
[img]https://i.imgur.com/26FoytO.jpg[/img]
[img]https://i.imgur.com/mOyQChf.jpg[/img]
but not the light
[img]https://i.imgur.com/egBv1w2.jpg[/img]



Following stuff should be nocollided
[img]https://i.imgur.com/yaJgUkm.jpg[/img]
[img]https://i.imgur.com/oQsEnva.jpg[/img]
[img]https://i.imgur.com/PkXMlG4.jpg[/img]
[img]https://i.imgur.com/TgTvLTC.jpg[/img]
[img]https://i.imgur.com/R1XFYOH.jpg[/img]
[img]https://i.imgur.com/QanN7Q4.jpg[/img] also lightswitch on door??



Stuff that should definitely be fixed relating to clipping/brushes
[img]https://i.imgur.com/iIFm4El.jpg[/img]
[img]https://i.imgur.com/n39BMGs.png[/img]
[img]https://i.imgur.com/9TlGoOg.png[/img]
[img]https://i.imgur.com/KQ0wY4H.png[/img]
[img]https://i.imgur.com/11vI87i.png[/img]
[img]https://i.imgur.com/PjwKyrW.jpg[/img]
[img]https://i.imgur.com/QXUkPnr.jpg[/img]
[img]https://i.imgur.com/bpxmyzM.jpg[/img]
[img]https://i.imgur.com/aPBI9zd.jpg[/img] cannot stand on awnings but can stand on window
[img]https://i.imgur.com/ulYuVNO.jpg[/img]
[img]https://i.imgur.com/VTAczxb.jpg[/img] this is major because you can get outside the map [img]https://i.imgur.com/3yzMDaD.jpg[/img]
[img]https://i.imgur.com/bmoYF61.png[/img] can stand on the brush
6
#6
2 Frags +

map is fun, played half a pug in it today

map is fun, played half a pug in it today
7
#7
4 Frags +

This map owns, hope it makes it into the next etf2l season

This map owns, hope it makes it into the next etf2l season
8
#8
7 Frags +

Updated to Beta 14
You can read the changelog or watch this vid to see what's new

https://www.youtube.com/watch?v=T7A5m4-K-tg

Updated to Beta 14
You can read the changelog or watch this vid to see what's new
[youtube]https://www.youtube.com/watch?v=T7A5m4-K-tg[/youtube]
9
#9
6 Frags +

few minor things we found

can stay up on the following if crouched

https://i.imgur.com/FGQUVGl.jpg

https://i.imgur.com/lipN1k6.jpg

any class that can get up here can walk on this

https://i.imgur.com/oNwm0sU.jpg

add sign here unless this sightline was intended

https://i.imgur.com/64Yh2fE.jpg

https://i.imgur.com/RjpqQeF.png

overall the map looks good, keep up the good work

few minor things we found

can stay up on the following if crouched
[img]https://i.imgur.com/FGQUVGl.jpg[/img]
[img]https://i.imgur.com/lipN1k6.jpg[/img]

any class that can get up here can walk on this
[img]https://i.imgur.com/oNwm0sU.jpg[/img]

add sign here unless this sightline was intended
[img]https://i.imgur.com/64Yh2fE.jpg[/img]
[img]https://i.imgur.com/RjpqQeF.png[/img]

overall the map looks good, keep up the good work
10
#10
6 Frags +

These two buildings are different. One being taller than the other is significant since a taller wall allows higher wall jumps.
https://imgur.com/Ign5bKO
https://imgur.com/SRx5MOx

These lights are a little too intense imo.
https://imgur.com/eOtJwYP

One of the more frustrating aspects of this map is that it's pretty difficult to properly call a playing running through the underneath passages. Whenever someone calls an enemy going "under" you have no idea which side he is talking about. Designating the areas as "left" and "right" is also often confusing since it depends on which direction the player is currently facing, so what i would like to suggest is that you make the two lower passages visually distinct, so that they can easily be identified when making calls.
If you made one tunnel have flowers and grass, and the other have a bunch of mechanical equipment, just to give a random example, you would be able to say something like "scout under in flowers/workshop"
It is, of course, important that the two areas are actually the same from a game-play perspective.

These two buildings are different. One being taller than the other is significant since a taller wall allows higher wall jumps.
https://imgur.com/Ign5bKO
https://imgur.com/SRx5MOx

These lights are a little too intense imo.
https://imgur.com/eOtJwYP


One of the more frustrating aspects of this map is that it's pretty difficult to properly call a playing running through the underneath passages. Whenever someone calls an enemy going "under" you have no idea which side he is talking about. Designating the areas as "left" and "right" is also often confusing since it depends on which direction the player is currently facing, so what i would like to suggest is that you make the two lower passages visually distinct, so that they can easily be identified when making calls.
If you made one tunnel have flowers and grass, and the other have a bunch of mechanical equipment, just to give a random example, you would be able to say something like "scout under in flowers/workshop"
It is, of course, important that the two areas are actually the same from a game-play perspective.
11
#11
1 Frags +
Beater*snip*

Thanks for the feedback. I'll see about making the tunnels more visually distinct but couldn't you just say Blue Tunnel or Red Tunnel for an easy call out?

[quote=Beater]*snip*[/quote]

Thanks for the feedback. I'll see about making the tunnels more visually distinct but couldn't you just say Blue Tunnel or Red Tunnel for an easy call out?
12
#12
2 Frags +

Yeah you could probably get away with calling them red and blue tunnel. If you just make it so that color is easily recognizable from the outside that would probably be enough.

I have some further nitpicks for you:

https://imgur.com/OaZx92y
You can bump your head on these supports that cross the roof. Trying to jump through the corridor only to be stopped dead in your tracks is really frustrating.

https://imgur.com/XAWWHqH
you often want to jump out of this tunnel exit as a soldier, but it's extremely easy to hit the door frame and just stop, so I'd like to see the exit kind "smoothed out" so that even if you jump isn't 100% accurate you would still make it outside. Don't narrow the tunnel though, that would be a bad idea. Just mess with the exit part.

https://imgur.com/ybv0BMh
https://imgur.com/Oty991b
You can stand on the edge of this roof outside of blu spawn.

https://imgur.com/lqh2kKE
https://imgur.com/TpbxoxP
Clipping in this corner is pretty wonky. This is as close as I was able to get to the fence. It's the same on both sides of the map.

https://imgur.com/iC9EIpx
It's pretty difficult to replicate, but I was able to damage myself through this awning while I was standing on top of it and had stickies placed underneath. I think there might be a tiny gap near the wall or something. Both awnings on middle had this issue

Yeah you could probably get away with calling them red and blue tunnel. If you just make it so that color is easily recognizable from the outside that would probably be enough.

I have some further nitpicks for you:

https://imgur.com/OaZx92y
You can bump your head on these supports that cross the roof. Trying to jump through the corridor only to be stopped dead in your tracks is really frustrating.

https://imgur.com/XAWWHqH
you often want to jump out of this tunnel exit as a soldier, but it's extremely easy to hit the door frame and just stop, so I'd like to see the exit kind "smoothed out" so that even if you jump isn't 100% accurate you would still make it outside. Don't narrow the tunnel though, that would be a bad idea. Just mess with the exit part.

https://imgur.com/ybv0BMh
https://imgur.com/Oty991b
You can stand on the edge of this roof outside of blu spawn.

https://imgur.com/lqh2kKE
https://imgur.com/TpbxoxP
Clipping in this corner is pretty wonky. This is as close as I was able to get to the fence. It's the same on both sides of the map.

https://imgur.com/iC9EIpx
It's pretty difficult to replicate, but I was able to damage myself through this awning while I was standing on top of it and had stickies placed underneath. I think there might be a tiny gap near the wall or something. Both awnings on middle had this issue
13
#13
0 Frags +

Beta 15 is now live! Thanks for all the feedback so far everyone :D

https://tf2maps.net/downloads/synthetic.5573/download?version=14374

Beta 15 is now live! Thanks for all the feedback so far everyone :D

https://tf2maps.net/downloads/synthetic.5573/download?version=14374
14
#14
1 Frags +

Beta 15 had some basic issues that needed to be fixed, Beta 16 is now live:

https://tf2maps.net/downloads/synthetic.5573/download?version=14390

Beta 15 had some basic issues that needed to be fixed, Beta 16 is now live:

https://tf2maps.net/downloads/synthetic.5573/download?version=14390
15
#15
1 Frags +

can u please add koto jabdah music to this game it s written on syntheticsizer

https://m.youtube.com/watch?v=FwG5j9KdHWk its my favortie song

can u please add koto jabdah music to this game it s written on syntheticsizer

https://m.youtube.com/watch?v=FwG5j9KdHWk its my favortie song
16
#16
2 Frags +

Updated to Beta 17! Check the top post for a change log:
https://tf2maps.net/downloads/synthetic.5573/download?version=14454

Updated to Beta 17! Check the top post for a change log:
https://tf2maps.net/downloads/synthetic.5573/download?version=14454
17
#17
0 Frags +

Heared essentials wanna test some maps after lan, this one being up there for consideration, still quite some time til then so get some mixes going to give good criticism for this map so its as good as possible then

Looked like a lot of fun in beaters cup, looking forward to more

Heared essentials wanna test some maps after lan, this one being up there for consideration, still quite some time til then so get some mixes going to give good criticism for this map so its as good as possible then

Looked like a lot of fun in beaters cup, looking forward to more
18
#18
1 Frags +

Video Change log for b17

https://www.youtube.com/watch?v=z80jdRuSZl8&lc=z23sg5czkpeqwngtgacdp430lbxuur1wowt0outtdtlw03c010c&ab_channel=MegapiemanPHD

Video Change log for b17
[youtube]https://www.youtube.com/watch?v=z80jdRuSZl8&lc=z23sg5czkpeqwngtgacdp430lbxuur1wowt0outtdtlw03c010c&ab_channel=MegapiemanPHD[/youtube]
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