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Final feedback for Clearcut.
1
#1
0 Frags +

If you have any remaining feedback for the map I would be happy to hear it. I'm planning out the next update and have already made some changes, and I wanted to make sure my feedback was rounded out before I did anymore. I understand one of the major concerns, being the terrible performance on some peoples computers. However, if there is anything else I would love to here it.

If you have any remaining feedback for the map I would be happy to hear it. I'm planning out the next update and have already made some changes, and I wanted to make sure my feedback was rounded out before I did anymore. I understand one of the major concerns, being the terrible performance on some peoples computers. However, if there is anything else I would love to here it.
2
#2
7 Frags +

was it needed to make another thread in another (non-related) sub forum?

was it needed to make another thread in another (non-related) sub forum?
3
#3
21 Frags +

as a soldier i find clearcut the least fun map out of every map so far, including misc ones like cardinal or whatever
something viaduct did right was have a health pack and choke-y area (connector) for a soldier to control, while giving the other soldier strong high ground (cliff), but this is something i don't see on clearcut

biggest concerns:

  • demo is very strong so soldiers (and scouts, to a lesser extent) are always unhealthy, forcing you to get packs
  • going back for your own health packs takes forever
  • going behind them for theirs is alright if you go right, it's suicide if you go left
  • i think it'd be nice to have a small pill bottle in main, and while we're on the topic of main i don't see why the stairs are only right next to the shack that the saw blade is on, its very annoying that you can't even crouch-jump up and you HAVE to go on the stairs
  • the giant thing above bats prevents high bombs and it sucks

not sure how you could fix some of these but here is a screenshot of the thing above bats and the stairs at main

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

as a soldier i find clearcut the least fun map out of every map so far, including misc ones like cardinal or whatever
something viaduct did right was have a health pack and choke-y area (connector) for a soldier to control, while giving the other soldier strong high ground (cliff), but this is something i don't see on clearcut

biggest concerns:
[list]
[*] demo is very strong so soldiers (and scouts, to a lesser extent) are always unhealthy, forcing you to get packs
[*] going back for your own health packs takes forever
[*] going behind them for theirs is alright if you go right, it's suicide if you go left
[*] i think it'd be nice to have a small pill bottle in main, and while we're on the topic of main i don't see why the stairs are only right next to the shack that the saw blade is on, its very annoying that you can't even crouch-jump up and you HAVE to go on the stairs
[*] the giant thing above bats prevents high bombs and it sucks
[/list]

not sure how you could fix some of these but here is a screenshot of the thing above bats and the stairs at main
[img]https://i.imgur.com/vrpSRSb.jpg[/img]
4
#4
16 Frags +

My biggest problem with the map is no matter what I do my game feels unbelievably choppy on it- doesn’t matter if my fps is normal, whether my shaders are on low or high, which server I’m on, etc. I’ve talked to numerous other people who have this issue, and I think it’s just completely unacceptable to have a map in the pool that is so poorly optimized

Work on that and then we can discuss the layout imo

My biggest problem with the map is no matter what I do my game feels unbelievably choppy on it- doesn’t matter if my fps is normal, whether my shaders are on low or high, which server I’m on, etc. I’ve talked to numerous other people who have this issue, and I think it’s just completely unacceptable to have a map in the pool that is so poorly optimized

Work on that and then we can discuss the layout imo
5
#5
4 Frags +

you block off the jumps behind but dont have anything preventing jumping all the way across the point so youre doing the opposite of viaduct both ways

kinda leads to a clusterfuck around the point with the rest of the map not really coming into play

ive only played this map a couple times but it feels so safe when you have the advantage since youre fighting things coming from one direction and you can catch them all with a demo bomb

you block off the jumps behind but dont have anything preventing jumping all the way across the point so youre doing the opposite of viaduct both ways

kinda leads to a clusterfuck around the point with the rest of the map not really coming into play

ive only played this map a couple times but it feels so safe when you have the advantage since youre fighting things coming from one direction and you can catch them all with a demo bomb
6
#6
3 Frags +

the existence of the house right next to point makes 4 mans practically impossible, if the enemy has time uber it is 100% more efficient to just build in yard and watch doors, it just gets boring af to do that once or more every round.

the existence of the house right next to point makes 4 mans practically impossible, if the enemy has time uber it is 100% more efficient to just build in yard and watch doors, it just gets boring af to do that once or more every round.
7
#7
2 Frags +

.

.
8
#8
0 Frags +

The biggest thing I'd do something about is the shacks next to the point. Maybe move the packs in them further in, or get rid of the little wall between the shack and the point, or both?

Optimizing performance for sure cause people have issues with that.

Maybe make the packs in the valley (behind to the left of point from your own side when holding) into medium packs? Cause it feels like you're climbing down a meteor crater just a for a small pack.

It also seemed really easy to hold the point and really hard to push the point, to which I think those shacks contribute quite a bit. Overall a solid map though imo.

The biggest thing I'd do something about is the shacks next to the point. Maybe move the packs in them further in, or get rid of the little wall between the shack and the point, or both?

Optimizing performance for sure cause people have issues with that.

Maybe make the packs in the valley (behind to the left of point from your own side when holding) into medium packs? Cause it feels like you're climbing down a meteor crater just a for a small pack.

It also seemed really easy to hold the point and really hard to push the point, to which I think those shacks contribute quite a bit. Overall a solid map though imo.
9
#9
0 Frags +

Pardon the old post, but I'd rather post this here than make a new thread about it.

Found a somewhat useful wallbug/roof exploit that is mirrored on both sides of the map, but is very difficult to get into for both soldier and demoman. You can spam over part of the skybox in this area, but not the entirety. Seems like a good hiding spot because nobody ever looks up in tf2.

https://youtu.be/kOA2Q6aVmAU

I am interested to see if anyone can use it for anything.

Pardon the old post, but I'd rather post this here than make a new thread about it.

Found a somewhat useful wallbug/roof exploit that is mirrored on both sides of the map, but is very difficult to get into for both soldier and demoman. You can spam over part of the skybox in this area, but not the entirety. Seems like a good hiding spot because nobody ever looks up in tf2.

https://youtu.be/kOA2Q6aVmAU

I am interested to see if anyone can use it for anything.
10
#10
-2 Frags +

wallbugs are banned in rgl

wallbugs are banned in rgl
11
#11
4 Frags +
woodchipwallbugs are banned in rgl

https://cdn.discordapp.com/attachments/560559736399986694/677620474724876304/unknown.png

I had asked if they counted as a map or game exploit and they rightfully are not banned

[quote=woodchip]wallbugs are banned in rgl[/quote]
[img]https://cdn.discordapp.com/attachments/560559736399986694/677620474724876304/unknown.png[/img]
I had asked if they counted as a map or game exploit and they rightfully are not banned
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