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What would you change about staple comp maps?
1
#1
0 Frags +

Maps like process, gully, etc. are well liked and are staples of the map pool for good reason: they're well designed and well balanced, as agreed by pretty much everyone. But not everyone likes everything about these maps, obviously, so if you had the chance to sit down with the map creator and make changes to longtime comp maps, what would you recommend changed?

Maps like process, gully, etc. are well liked and are staples of the map pool for good reason: they're well designed and well balanced, as agreed by pretty much everyone. But not everyone likes everything about these maps, obviously, so if you had the chance to sit down with the map creator and make changes to longtime comp maps, what would you recommend changed?
2
#2
10 Frags +

make snakewater less aids to push out from last

make snakewater less aids to push out from last
3
#3
38 Frags +

rahmed alt account

rahmed alt account
4
#4
46 Frags +

i think each map should have a narrow underground tunnel which goes directly from one last to the other

just to fuck things up a bit

i think each map should have a narrow underground tunnel which goes directly from one last to the other

just to fuck things up a bit
5
#5
-19 Frags +

get rid of that dumb wall on process 2nd

get rid of that dumb wall on process 2nd
6
#6
2 Frags +
indigosummerrahmed alt account

big if true

[quote=indigosummer]rahmed alt account[/quote]
big if true
7
#7
-11 Frags +

make them all ctf

make them all ctf
8
#8
14 Frags +

Perhaps not a change to established maps but to newer maps (or if these staple maps were still in active development), but making areas have more distinguishable props for callouts could be nice. Really only a factor when people are learning new maps but it'd be nice.

Perhaps not a change to established maps but to newer maps (or if these staple maps were still in active development), but making areas have more distinguishable props for callouts could be nice. Really only a factor when people are learning new maps but it'd be nice.
9
#9
9 Frags +

Delete process

Delete process
10
#10
9 Frags +

make cp_chad come true.

make cp_chad come true.
11
#11
1 Frags +

there has to be some way to remake metalworks lobby and last so that it isn't so aids to push both into and out of
also, remove the invisible wall blocking high jumps through process choke. I don't care if it would allow for the dumbest high bombs in tf2 history, it fucks up the air strike troll rollout

I'd also simply delete Villa last and lobby.

there has to be some way to remake metalworks lobby and last so that it isn't so aids to push both into and out of
also, remove the invisible wall blocking high jumps through process choke. I don't care if it would allow for the dumbest high bombs in tf2 history, it fucks up the air strike troll rollout

I'd also simply delete Villa last and lobby.
12
#12
3 Frags +
sunderkeeninthere has to be some way to remake metalworks lobby and last so that it isn't so aids to push both into and out of

I think deleting the wall between right lobby and left lobby would work. Or at least shortening it. It doesn't really add much having it be as long as it is.

Alternatively, if you're married to having the wall, a window or transparent prop might work?

[quote=sunderkeenin]there has to be some way to remake metalworks lobby and last so that it isn't so aids to push both into and out of[/quote]

I think deleting the wall between right lobby and left lobby would work. Or at least shortening it. It doesn't really add much having it be as long as it is.

Alternatively, if you're married to having the wall, a window or transparent prop might work?
13
#13
6 Frags +
TcmanoPerhaps not a change to established maps but to newer maps (or if these staple maps were still in active development), but making areas have more distinguishable props for callouts could be nice. Really only a factor when people are learning new maps but it'd be nice.

yeah agreed, lobby + house + shutter = pain

[quote=Tcmano]Perhaps not a change to established maps but to newer maps (or if these staple maps were still in active development), but making areas have more distinguishable props for callouts could be nice. Really only a factor when people are learning new maps but it'd be nice.[/quote]

yeah agreed, lobby + house + shutter = pain
14
#14
6 Frags +

higher walls and skyboxes on each point so soldiers can high bomb more
offers something for everyone:
soldiers can discover new ways to make space or go for bombs!
demomen/soldiers can throw their holds by going for airshots (think of the clips though!)
scouts suffer! (so do medics but honestly that's a worthwhile sacrifice)

Less sniper sightlines. I feel like snipers should have to put more thought in the angles they peek.
The risk is currently too low for the potentially high reward.
Stuff like beefing a last push on cp_process, spawning sniper and getting 1-2 safe shots from sewer to rollout/spire stairs is ridiculous imo. Same w snakewater saw window to lobby/batts.

higher walls and skyboxes on each point so soldiers can high bomb more
offers something for everyone:
soldiers can discover new ways to make space or go for bombs!
demomen/soldiers can throw their holds by going for airshots (think of the clips though!)
scouts suffer! (so do medics but honestly that's a worthwhile sacrifice)

Less sniper sightlines. I feel like snipers should have to put more thought in the angles they peek.
The risk is currently too low for the potentially high reward.
Stuff like beefing a last push on cp_process, spawning sniper and getting 1-2 safe shots from sewer to rollout/spire stairs is ridiculous imo. Same w snakewater saw window to lobby/batts.
15
#15
7 Frags +
TobLess sniper sightlines. I feel like snipers should have to put more thought in the angles they peek.
The risk is currently too low for the potentially high reward.
Stuff like beefing a last push on cp_process, spawning sniper and getting 1-2 safe shots from sewer to rollout/spire stairs is ridiculous imo. Same w snakewater saw window to lobby/batts.

The gully/sunshine last spawn design where you have to actually leave the spawn area on sniper should be standard on all maps

[quote=Tob]Less sniper sightlines. I feel like snipers should have to put more thought in the angles they peek.
The risk is currently too low for the potentially high reward.
Stuff like beefing a last push on cp_process, spawning sniper and getting 1-2 safe shots from sewer to rollout/spire stairs is ridiculous imo. Same w snakewater saw window to lobby/batts.[/quote]
The gully/sunshine last spawn design where you have to actually leave the spawn area on sniper should be standard on all maps
16
#16
4 Frags +
scrambledThe gully/sunshine last spawn design where you have to actually leave the spawn area on sniper should be standard on all maps

honestly shouldn't this be for all shutters, things like metal shutter and process sewers are busted for sniper for this very reason

also forward spawn pot shots are hella cheese

[quote=scrambled]
The gully/sunshine last spawn design where you have to actually leave the spawn area on sniper should be standard on all maps[/quote]
honestly shouldn't this be for all shutters, things like metal shutter and process sewers are busted for sniper for this very reason

also forward spawn pot shots are hella cheese
17
#17
5 Frags +

It's not realistic but I wouldn't mind better looking maps. Some maps look really dated and there are some really cool looking maps out there.

It's not realistic but I wouldn't mind better looking maps. Some maps look really dated and there are some really cool looking maps out there.
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