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Vanguard
1
#1
koth_product
39 Frags +

(Now officially the 5cp map that has been in development the longest)

workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=462908782
download link for cp_vanguard_rc1: http://forums.tf2maps.net/downloads.php?do=file&id=4040&act=down
also available: koth_vanguard_b7a: http://forums.tf2maps.net/downloads.php?do=file&id=3858&act=down

Video preview:

https://www.youtube.com/watch?v=iryT6G3RW-Q

here, have some screenshots as well

http://images.akamai.steamusercontent.com/ugc/686018981255695383/E1A0DC8F2AB13EBE8ACB1ACB555C39E196DD1A1F/

http://images.akamai.steamusercontent.com/ugc/686018981255696480/26F039C2F342F937C1566DBDEBBCCF95E7500037/

http://images.akamai.steamusercontent.com/ugc/686018981255696903/872FF4BD8C67FFCEF996BFD500C5F42A213EAEB2/

http://images.akamai.steamusercontent.com/ugc/686018981255698302/9FB3205A4B907FC59251EB317CFEF26E78130085/

http://images.akamai.steamusercontent.com/ugc/686018981255698867/0C2F1324E75B15467C77904E6F6645E24B326DAE/

of course I’m always looking for more feedback, so make sure to tell me what you think.
you can contact me here or on steam at any time http://steamcommunity.com/id/fubar_xs

change logs:
cp_vanguard - http://dl.dropbox.com/u/5181650/mapping%20screens/cpchlog.txt
koth_vanguard - http://dl.dropbox.com/u/5181650/mapping%20screens/kothchlog.txt

(Now officially the 5cp map that has been in development the longest)

workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=462908782
download link for cp_vanguard_rc1: http://forums.tf2maps.net/downloads.php?do=file&id=4040&act=down
also available: koth_vanguard_b7a: http://forums.tf2maps.net/downloads.php?do=file&id=3858&act=down

Video preview:
[youtube]https://www.youtube.com/watch?v=iryT6G3RW-Q[/youtube]

here, have some screenshots as well
[img]http://images.akamai.steamusercontent.com/ugc/686018981255695383/E1A0DC8F2AB13EBE8ACB1ACB555C39E196DD1A1F/[/img]

[img]http://images.akamai.steamusercontent.com/ugc/686018981255696480/26F039C2F342F937C1566DBDEBBCCF95E7500037/[/img]

[img]http://images.akamai.steamusercontent.com/ugc/686018981255696903/872FF4BD8C67FFCEF996BFD500C5F42A213EAEB2/[/img]

[img]http://images.akamai.steamusercontent.com/ugc/686018981255698302/9FB3205A4B907FC59251EB317CFEF26E78130085/[/img]

[img]http://images.akamai.steamusercontent.com/ugc/686018981255698867/0C2F1324E75B15467C77904E6F6645E24B326DAE/[/img]

of course I’m always looking for more feedback, so make sure to tell me what you think.
you can contact me here or on steam at any time http://steamcommunity.com/id/fubar_xs

change logs:
cp_vanguard - http://dl.dropbox.com/u/5181650/mapping%20screens/cpchlog.txt
koth_vanguard - http://dl.dropbox.com/u/5181650/mapping%20screens/kothchlog.txt
2
#2
5 Frags +

fubar is literally the greatest

fubar is literally the greatest
3
#3
koth_product
4 Frags +

okay here we go!

now going public with cp_vanguard! give it a shot, links updated in the OP.

okay here we go!

now going public with cp_vanguard! give it a shot, links updated in the OP.
4
#4
2 Frags +

looks nice, hopefully can try this somewhere (cp version, that is)

looks nice, hopefully can try this somewhere (cp version, that is)
5
#5
15 Frags +

I thought this was dota related

I thought this was dota related
6
#6
koth_product
0 Frags +

picture time!
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20000.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20001.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20002.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20003.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20004.jpg

somehow forgot about those

picture time!
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20000.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20001.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20002.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20003.jpg
https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b20004.jpg

somehow forgot about those
7
#7
koth_product
11 Frags +

alright here we go, cp_vanguard_b3 is out!

changes:
- lowered the file size (bsp from 116mb to 74mb, bz2 from 48mb to 27mb)
- changed the layout around the 2nd point
- reorganized health and ammo pickups around the 2nd capture point
- tightened the outer path to the final point
- better framerate in general
- added soundscapes

hopefully now, you guys won't be scared of the file size. I did my best with optimization and this is as good as it gets. now I want to see this badboy get some play time!

check out the first post for updated pictures and the download link. :D

bonus shot

https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b3a0000.jpg

alright here we go, cp_vanguard_b3 is out!

changes:
- lowered the file size (bsp from 116mb to 74mb, bz2 from 48mb to 27mb)
- changed the layout around the 2nd point
- reorganized health and ammo pickups around the 2nd capture point
- tightened the outer path to the final point
- better framerate in general
- added soundscapes

hopefully now, you guys won't be scared of the file size. I did my best with optimization and this is as good as it gets. now I want to see this badboy get some play time!

check out the first post for updated pictures and the download link. :D

bonus shot
[img]https://dl.dropbox.com/u/5181650/mapping%20screens/cp_vanguard_b3a0000.jpg[/img]
8
#8
9 Frags +

If I remember, I'll try to get this into the next New Map Pugs day.

If I remember, I'll try to get this into the next New Map Pugs day.
9
#9
2 Frags +

I played this map once o.O It was really big, but really fun. Sadly it was in a pub, and now I'm confused as how I got it lol

I played this map once o.O It was really big, but really fun. Sadly it was in a pub, and now I'm confused as how I got it lol
10
#10
3 Frags +

Love this map. Played it in some new map pugs as well as some pugs in a smaller group of friends, easy enough to learn your way around, great mid, and good connectors. The only thing that needs work is the last point, too easy to backcap.

Love this map. Played it in some new map pugs as well as some pugs in a smaller group of friends, easy enough to learn your way around, great mid, and good connectors. The only thing that needs work is the last point, too easy to backcap.
11
#11
3 Frags +

played it in a pug very fun last is kind of awkward but other than that i really liked the map

played it in a pug very fun last is kind of awkward but other than that i really liked the map
12
#12
7 Frags +

I thought this was going to be about investments on vanguard.com. I was gonna go into investment advice mode and everything. But never mind.

Looks pretty cool by the screenshots so far!

I thought this was going to be about investments on vanguard.com. I was gonna go into investment advice mode and everything. But never mind.

Looks pretty cool by the screenshots so far!
13
#13
koth_product
3 Frags +

yeah I probably should get this topic name changed to "cp_vanguard" (but it's a pretty good koth too!)

anyways, based on some of the feedback I got, I just updated to cp_vanguard_b4. the core of the map seemed to work pretty well as far as I can tell so the main paths will remain largely untouched for now. however, side paths around the 2nd and final cp got some pretty major redesigns. this version should feel a lot more streamlined. focusing the fun babe!

check OP for download link!

yeah I probably should get this topic name changed to "cp_vanguard" (but it's a pretty good koth too!)

anyways, based on some of the feedback I got, I just updated to cp_vanguard_b4. the core of the map seemed to work pretty well as far as I can tell so the main paths will remain largely untouched for now. however, side paths around the 2nd and final cp got some pretty major redesigns. this version should feel a lot more streamlined. focusing the fun babe!

check OP for download link!
14
#14
2 Frags +

CP is not playable anymore. Blu second doesn't unlock when Red caps mid.

CP is not playable anymore. Blu second doesn't unlock when Red caps mid.
15
#15
koth_product
1 Frags +

sorry about that.
updated to b4a http://forums.tf2maps.net/downloads.php?do=file&id=4040&act=down
what happened is I was experimenting with dynamic cap times but turns out it didn't work so well and I forgot to put everything back together ^^
all fixed now tho!

sorry about that.
updated to b4a http://forums.tf2maps.net/downloads.php?do=file&id=4040&act=down
what happened is I was experimenting with dynamic cap times but turns out it didn't work so well and I forgot to put everything back together ^^
all fixed now tho!
16
#16
0 Frags +

is it just me or does it look like snakewater

is it just me or does it look like snakewater
17
#17
koth_product
3 Frags +

you're probably getting that vibe from the skybox. I can count on one hand the maps that use this skybox texture and snakewater is one of those.

you're probably getting that vibe from the skybox. I can count on one hand the maps that use this skybox texture and snakewater is one of those.
18
#18
4 Frags +

+250 hp +6hp regen

+250 hp +6hp regen
19
#19
0 Frags +

Now I'm not a mapper by any means, so if I say something incorrect, please correct me. These are the thoughts I had when I took a look about the cp version without playing it

Some of the areas players don't have access to are a little counterintuitive, and are quite frusterating for people looking through this map at first. Some are much more nitpicky than the others, and are more than likely fine, such as the area behind first spawn
Areas I'm talking about
http://cloud-2.steampowered.com/ugc/846950070903209296/E863E4E4E56807D8AA8C9890E4F14C96CA4326B7/
http://cloud.steampowered.com/ugc/846950070903207829/962704F68773ABF4308DC23F8B1042F5C13E15C8/
http://cloud.steampowered.com/ugc/846950070903207829/962704F68773ABF4308DC23F8B1042F5C13E15C8/
http://cloud-2.steampowered.com/ugc/846950070903206122/D45B24A81E8300027E95CBB354381228CE4F21D3/
http://cloud-2.steampowered.com/ugc/846950070903320072/56632191B9BA443275B3D3DDC38F99358ADE8960/

Especially since you can stand here on one of them
http://steamcommunity.com/sharedfiles/filedetails/?id=138020584

A fence may be better suited for this area, perhaps similar to the ones on koth_badlands, as well as on the other areas as well I mentioned
http://steamcommunity.com/sharedfiles/filedetails/?id=138020615

Something like this as well may work, this area of the map demonstrates what I mean by fence well
http://steamcommunity.com/sharedfiles/filedetails/?id=138021566

This area may be an issue as well, since Scouts are unable to reach it, only Soldiers could make good use
http://cloud-2.steampowered.com/ugc/846950070903295725/992F631D29F0CB9CEAF22D5BF8110C3AAF366025/

I definitely like this hiding spot and the fact that it can be spammed, making it a good risk reward area
http://steamcommunity.com/sharedfiles/filedetails/?id=138022037

Overall, I really like the atmosphere of this map a lot. It flows very naturally as well. I'm very interested to see how it plays though, and will definitely let you know if something is an issue in playing it. I look forward to any future updates you make

Now I'm not a mapper by any means, so if I say something incorrect, please correct me. These are the thoughts I had when I took a look about the cp version without playing it

Some of the areas players don't have access to are a little counterintuitive, and are quite frusterating for people looking through this map at first. Some are much more nitpicky than the others, and are more than likely fine, such as the area behind first spawn
Areas I'm talking about
http://cloud-2.steampowered.com/ugc/846950070903209296/E863E4E4E56807D8AA8C9890E4F14C96CA4326B7/
http://cloud.steampowered.com/ugc/846950070903207829/962704F68773ABF4308DC23F8B1042F5C13E15C8/
http://cloud.steampowered.com/ugc/846950070903207829/962704F68773ABF4308DC23F8B1042F5C13E15C8/
http://cloud-2.steampowered.com/ugc/846950070903206122/D45B24A81E8300027E95CBB354381228CE4F21D3/
http://cloud-2.steampowered.com/ugc/846950070903320072/56632191B9BA443275B3D3DDC38F99358ADE8960/

Especially since you can stand here on one of them
http://steamcommunity.com/sharedfiles/filedetails/?id=138020584

A fence may be better suited for this area, perhaps similar to the ones on koth_badlands, as well as on the other areas as well I mentioned
http://steamcommunity.com/sharedfiles/filedetails/?id=138020615

Something like this as well may work, this area of the map demonstrates what I mean by fence well
http://steamcommunity.com/sharedfiles/filedetails/?id=138021566

This area may be an issue as well, since Scouts are unable to reach it, only Soldiers could make good use
http://cloud-2.steampowered.com/ugc/846950070903295725/992F631D29F0CB9CEAF22D5BF8110C3AAF366025/

I definitely like this hiding spot and the fact that it can be spammed, making it a good risk reward area
http://steamcommunity.com/sharedfiles/filedetails/?id=138022037

Overall, I really like the atmosphere of this map a lot. It flows very naturally as well. I'm very interested to see how it plays though, and will definitely let you know if something is an issue in playing it. I look forward to any future updates you make
20
#20
koth_product
1 Frags +

that's all very valid feedback, thanks for checking out the map.
I'm sorry for any frustration caused by the inaccessible platforms. they are meant to be pleasing to the eye but I see where they can interfere with gameplay. I might need to remove some or find a way to make things clearer.

I have been thinking about the hiding spot on screen above last for a while now. I'm not yet sure what I want to do with it but I've been thinking about making it less hollow and so, to make anyone standing there more exposed. adding something for scouts to get up there is also a possibility

as for the fence you requested, I quite like the look it has at the moment but I guess I can add in a fence to make sure no rockets or pipes gets lost.

that's all very valid feedback, thanks for checking out the map.
I'm sorry for any frustration caused by the inaccessible platforms. they are meant to be pleasing to the eye but I see where they can interfere with gameplay. I might need to remove some or find a way to make things clearer.

I have been thinking about the hiding spot on screen above last for a while now. I'm not yet sure what I want to do with it but I've been thinking about making it less hollow and so, to make anyone standing there more exposed. adding something for scouts to get up there is also a possibility

as for the fence you requested, I quite like the look it has at the moment but I guess I can add in a fence to make sure no rockets or pipes gets lost.
21
#21
1 Frags +
Fubarthat's all very valid feedback, thanks for checking out the map.
I'm sorry for any frustration caused by the inaccessible platforms. they are meant to be pleasing to the eye but I see where they can interfere with gameplay. I might need to remove some or find a way to make things clearer.

I have been thinking about the hiding spot on screen above last for a while now. I'm not yet sure what I want to do with it but I've been thinking about making it less hollow and so, to make anyone standing there more exposed. adding something for scouts to get up there is also a possibility

as for the fence you requested, I quite like the look it has at the moment but I guess I can add in a fence to make sure no rockets or pipes gets lost.

I'd have very little issue with the car lot area as well, I like how it looks as well, almost has a Portal feeling to it (The ending of Portal 1). These were the areas that came to mind when I looked around. I have yet to play it sadly, but I will let you know what I think as soon as I do. Thanks for making this map

[quote=Fubar]that's all very valid feedback, thanks for checking out the map.
I'm sorry for any frustration caused by the inaccessible platforms. they are meant to be pleasing to the eye but I see where they can interfere with gameplay. I might need to remove some or find a way to make things clearer.

I have been thinking about the hiding spot on screen above last for a while now. I'm not yet sure what I want to do with it but I've been thinking about making it less hollow and so, to make anyone standing there more exposed. adding something for scouts to get up there is also a possibility

as for the fence you requested, I quite like the look it has at the moment but I guess I can add in a fence to make sure no rockets or pipes gets lost.[/quote]
I'd have very little issue with the car lot area as well, I like how it looks as well, almost has a Portal feeling to it (The ending of Portal 1). These were the areas that came to mind when I looked around. I have yet to play it sadly, but I will let you know what I think as soon as I do. Thanks for making this map
22
#22
koth_product
6 Frags +

so, with all this talk of competitive tf2 being stagnant in its gameplay, I'll just say that it's cool to mess around with unlocks but there's no reason to stop there in my opinion. I'm fairly certain that voting to keep the same map rotation in Esea is a big contributing factor to the staleness as well.

cp_vanguard recently got added to the Ugc summer season so you should definitely look forward to that and even try it out yourselves. Vanguard was designed with new, fast paced strats and meta game in mind. as an example, if you want to do things like running quickfix, there's no better places to do it (you might be pleasantly surprised). With all that in mind, I invite everyone to try out not just this maps, but any other map you can find. keep it fresh boys.

ps: and please, for the love of god, think before voting in the exact same map rotation again. (and don't tell me there were no good alternatives, alternatives are only as good as you can make them).

so, with all this talk of competitive tf2 being stagnant in its gameplay, I'll just say that it's cool to mess around with unlocks but there's no reason to stop there in my opinion. I'm fairly certain that voting to keep the same map rotation in Esea is a big contributing factor to the staleness as well.

cp_vanguard recently got added to the Ugc summer season so you should definitely look forward to that and even try it out yourselves. Vanguard was designed with new, fast paced strats and meta game in mind. as an example, if you want to do things like running quickfix, there's no better places to do it (you might be pleasantly surprised). With all that in mind, I invite everyone to try out not just this maps, but any other map you can find. keep it fresh boys.

ps: and please, for the love of god, think before voting in the exact same map rotation again. (and don't tell me there were no good alternatives, alternatives are only as good as you can make them).
23
#23
1 Frags +

is it possible to get a different link? tf2maps seems to be broken atm, just keep getting "you must wait x seconds" then it just loops over instead of actually dl'ing.

edit: 15th times the charm >_>

is it possible to get a different link? tf2maps seems to be broken atm, just keep getting "you must wait x seconds" then it just loops over instead of actually dl'ing.

edit: 15th times the charm >_>
24
#24
1 Frags +
Fubarso, with all this talk of competitive tf2 being stagnant in its gameplay, I'll just say that it's cool to mess around with unlocks but there's no reason to stop there in my opinion. I'm fairly certain that voting to keep the same map rotation in Esea is a big contributing factor to the staleness as well.

cp_vanguard recently got added to the Ugc summer season so you should definitely look forward to that and even try it out yourselves. Vanguard was designed with new, fast paced strats and meta game in mind. as an example, if you want to do things like running quickfix, there's no better places to do it (you might be pleasantly surprised). With all that in mind, I invite everyone to try out not just this maps, but any other map you can find. keep it fresh boys.

ps: and please, for the love of god, think before voting in the exact same map rotation again. (and don't tell me there were no good alternatives, alternatives are only as good as you can make them).

gonna disagree entirely on that (necro-shit going on here), on account of every other pro-sport/esport uses the exact same maps every season/tournament/year with the exception of one-off tournaments

[quote=Fubar]so, with all this talk of competitive tf2 being stagnant in its gameplay, I'll just say that it's cool to mess around with unlocks but there's no reason to stop there in my opinion. I'm fairly certain that voting to keep the same map rotation in Esea is a big contributing factor to the staleness as well.

cp_vanguard recently got added to the Ugc summer season so you should definitely look forward to that and even try it out yourselves. Vanguard was designed with new, fast paced strats and meta game in mind. as an example, if you want to do things like running quickfix, there's no better places to do it (you might be pleasantly surprised). With all that in mind, I invite everyone to try out not just this maps, but any other map you can find. keep it fresh boys.

ps: and please, for the love of god, think before voting in the exact same map rotation again. (and don't tell me there were no good alternatives, alternatives are only as good as you can make them).[/quote]

gonna disagree entirely on that (necro-shit going on here), on account of every other pro-sport/esport uses the exact same maps every season/tournament/year with the exception of one-off tournaments
25
#25
1 Frags +

Broodwar used to change maps quite often afaik. But for fps's I'd have to agree with downpour.

I don't like the snakewateresque can't-see-shit lighting of this map.

Broodwar used to change maps quite often afaik. But for fps's I'd have to agree with downpour.

I don't like the snakewateresque can't-see-shit lighting of this map.
26
#26
koth_product
1 Frags +

so I'm still working on this map, we're now on cp_vanguard_b5. the bigger changes are:
- rearranged the layout around the 2nd capture area
- modified a path on last
- nerfed the spot above the monitor

along with other more or less noteworthy modifications.
I still don't really have a clear idea of what this community thinks of this map but w/e, I can deal with that.

so I'm still working on this map, we're now on cp_vanguard_b5. the bigger changes are:
- rearranged the layout around the 2nd capture area
- modified a path on last
- nerfed the spot above the monitor

along with other more or less noteworthy modifications.
I still don't really have a clear idea of what this community thinks of this map but w/e, I can deal with that.
27
#27
2 Frags +

- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.

All in all, you're not using the lighting and colouring to point my eyes in the right direction.

- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.

All in all, you're not using the lighting and colouring to point my eyes in the right direction.
28
#28
1 Frags +

OK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.

OK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.
29
#29
1 Frags +

Oh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.

Oh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.
30
#30
3 Frags +
SmytherOh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.SmytherOK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.Smyther- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.

All in all, you're not using the lighting and colouring to point my eyes in the right direction.

When one post just isnt enough :p
I do agree with the visual cues not pointing towards exits and directions enough, but it is a fairly straightforward map so its not the biggest problem.

Also, thanks for nerfing the monitor spot

[quote=Smyther]Oh and before you complain about me not knowing the map, go wander around cp_yranarg_ozfortress or cp_sdnaldab_ozfortress (mirror maps of granary and badlands). You'll feel lost or even sick, but your eyes will be drawn to the exit, so you think "this isn't the exit I expected" rather than "wait, that wall used to be an exit, and visa versa". Also, see some of the dev commentary about the importance of lighting.[/quote]
[quote=Smyther]OK, just wandered around it again, and it's much clearer now that I ignore everything and run forward. I was going to blame the layout, but actually the layout's not to confusing. It's the lighting, props and textures that make me think "that way looks important", when really the way forward is a gloomy slope to the side of second that doesn't look like it leads to mid until you walk around it, or it's a gloomy side garage that looks like it's just a side room, but actually down those stairs and through that door is a wide entrance to 2nd. My eyes were drawn to the fake door and the small health, not the large door to the right.[/quote]
[quote=Smyther]- Snakewater syndrome! The map's too gloomy in the shadows. Looks great as a piece of atmospheric design, not great to play in. Metalworks has a similar problem.
- Related, 2nd is visually confusing, especially with all the similar shades of grey. Red side isn't quite as bad as blue side. My eyes don't get focussed to the exits, so they just look like uninteresting building corners, not the way out of this area and onto the next.
- Spawns have to point out onto the point. You've got a unique design here, where attackers in lobby and defenders in spawn can look over the point at one another. If you're worried about people not finding the door, just paint arrows on the floor, or put little signs just below the window.

All in all, you're not using the lighting and colouring to point my eyes in the right direction.[/quote]

When one post just isnt enough :p
I do agree with the visual cues not pointing towards exits and directions enough, but it is a fairly straightforward map so its not the biggest problem.

Also, thanks for nerfing the monitor spot
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