Download - https://tf2maps.net/downloads/orchard.17311/updates
Orchard is an action packed 5CP map bringing classic design elements into the modern era of TF2. The map takes design cues from Sunshine and Snakewater, in addition to a Granary-styled yard hold. To be featured in the upcoming RGL Experimental Map Cup.
Have any thoughts about the map? dm me on discord (shoeshocker)
[b]Download[/b] - https://tf2maps.net/downloads/orchard.17311/updates
Orchard is an action packed 5CP map bringing classic design elements into the modern era of TF2. The map takes design cues from Sunshine and Snakewater, in addition to a Granary-styled yard hold. To be featured in the upcoming RGL Experimental Map Cup.
Have any thoughts about the map? dm me on discord (shoeshocker)
Hi, I wrote about another map a couple days ago and I really wasn't expecting another map in here so soon but I have taken the time to write some thoughts on this. I have included an Imgur album of screenshots about just general things like some perches and clipping issues, I don't really have that much to say on the actual map layout.
I think it looks quite unique but it also gave me a nostalgic feeling about the older maps. I can definitely feel the granary-esque vibes, not just through the visuals, but in the layout as well. I think the map feels a little bit depressing because of how dark it is. I see there is lights in some areas that you have added but I think if you just raised the sun angle it would make the map a lot more visually appealing.
I think the route that leads from the very right exit from last that goes into the lobby, then into 2nd, into a flank area, into the 2nd yard area, then into a connector to mid and then loops back into mid is a bit strange for the flow. Since you have to go forward and backwards like an S. With that said, I'm not sure how you could change it without it becoming an even rattier route from mid straight to last, just some food for thought. I think the fact that there is a fence between the lobby-2nd area makes it okay as is in terms of ratting to last.
https://i.imgur.com/3vC0ItX.png
Overall really excited about this map and I'm super keen to get some pugs going on it, if anyone is running them send me a message, thanks.
Hi, I wrote about another map a couple days ago and I really wasn't expecting another map in here so soon but I have taken the time to write some thoughts on this. I have included an [url=https://imgur.com/a/LpITJeR]Imgur album[/url] of screenshots about just general things like some perches and clipping issues, I don't really have that much to say on the actual map layout.
I think it looks quite unique but it also gave me a nostalgic feeling about the older maps. I can definitely feel the granary-esque vibes, not just through the visuals, but in the layout as well. I think the map feels a little bit depressing because of how dark it is. I see there is lights in some areas that you have added but I think if you just raised the sun angle it would make the map a lot more visually appealing.
I think the route that leads from the very right exit from last that goes into the lobby, then into 2nd, into a flank area, into the 2nd yard area, then into a connector to mid and then loops back into mid is a bit strange for the flow. Since you have to go forward and backwards like an S. With that said, I'm not sure how you could change it without it becoming an even rattier route from mid straight to last, just some food for thought. I think the fact that there is a fence between the lobby-2nd area makes it okay as is in terms of ratting to last. [img]https://i.imgur.com/3vC0ItX.png[/img]
Overall really excited about this map and I'm super keen to get some pugs going on it, if anyone is running them send me a message, thanks.
https://youtu.be/5GW_Q73XW6Y
Went in blind, enjoy 52 minutes of yapping
[youtube]https://youtu.be/5GW_Q73XW6Y[/youtube]
Went in blind, enjoy 52 minutes of yapping
these people have never heard of the callout "taint" and it shows
these people have never heard of the callout "taint" and it shows