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What makes a good comp. map?
31
#31
3 Frags +

Amazing reports so far! Should be enough to get the right design spirit going.

As for "pug loafs" (we like to call them dog breads), i can promise you that those are one of our favorite easter eggs over at TF2Maps.net, so don't you worry about those :3

Amazing reports so far! Should be enough to get the right design spirit going.

As for "pug loafs" (we like to call them dog breads), i can promise you that those are one of our favorite easter eggs over at TF2Maps.net, so don't you worry about those :3
32
#32
3 Frags +

Make sure you balance the openness of middle with visibility. One of the negatives of Process middle (along with Granary) is that sight is greatly obstructed by the crates which means you can end up playing a lot of mid fights quite blind, as scout at least.

On the other hand, a lot of openness such as in the case of Snakewater leads to rapidly concluded middles with a tendency for wipes, leaving you with uncontested second points.

PS. please make a 5cp map in the art style of pl_borneo. That's pretty.

http://forums.tf2maps.net/geek/gars/images/1/4/7/2/pl_borneo_v10005.jpg

Map assets are available to download http://forums.tf2maps.net/showthread.php?t=17011

Make sure you balance the openness of middle with visibility. One of the negatives of Process middle (along with Granary) is that sight is greatly obstructed by the crates which means you can end up playing a lot of mid fights quite blind, as scout at least.

On the other hand, a lot of openness such as in the case of Snakewater leads to rapidly concluded middles with a tendency for wipes, leaving you with uncontested second points.

PS. please make a 5cp map in the art style of pl_borneo. That's pretty.

[img]http://forums.tf2maps.net/geek/gars/images/1/4/7/2/pl_borneo_v10005.jpg[/img]

Map assets are available to download http://forums.tf2maps.net/showthread.php?t=17011
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