Upvote Upvoted 26 Downvote Downvoted
Mutagen [5CP]
1
#1
0 Frags +

Dumb map made by a dumb mapper

Tf2Maps.net thread

I'm a mapper who normally makes somewhat silly maps with seldom-used gamemodes. I thought it would be a good learning experience to do the complete opposite, a 5cp map meant for comp. It's not very good at the moment, but that's what feedback is for!

Screens:

[Middle]

[2nd (bad screenshot)]

[Last Lobby]

[Last]

[Overview]

[Prettier Overview]

Planning on getting it tested in HL(was too big for 6s apparently)

[b]Dumb map made by a dumb mapper[/b]

[url=http://tf2maps.net/threads/mutagen.25349/]Tf2Maps.net thread
[/url]

I'm a mapper who normally makes somewhat silly maps with seldom-used gamemodes. I thought it would be a good learning experience to do the complete opposite, a 5cp map meant for comp. It's not very good at the moment, but that's what feedback is for!

[b]Screens:[/b]

[url=http://tf2maps.net/attachments/2015-10-18_00010-jpg.6043/][Middle][/url]

[url=http://tf2maps.net/attachments/2015-10-18_00006-jpg.6041/][2nd (bad screenshot)][/url]

[url=http://tf2maps.net/attachments/2015-10-18_00012-jpg.6044/][Last Lobby][/url]

[url=http://tf2maps.net/attachments/2015-10-18_00013-jpg.6045/][Last]
[/url]

[url=http://tf2maps.net/attachments/2015-10-18_00018-jpg.6047/][Overview][/url]

[url=http://tf2maps.net/attachments/2015-10-18_00021-jpg.6048/][Prettier Overview][/url]

Planning on getting it tested in HL(was too big for 6s apparently)
2
#2
3 Frags +

first thing that stands out to me is the sky box needs to be much higher

first thing that stands out to me is the sky box needs to be much higher
3
#3
0 Frags +

2nd looks way to easy too defend. I like the idea though, kind of like a different way to look at spire you know?

2nd looks way to easy too defend. I like the idea though, kind of like a different way to look at spire you know?
4
#4
4 Frags +

We played this map in new-new map pugs, if you're still interested in development i'll write something up on it as soon as i get the chance

We played this map in new-new map pugs, if you're still interested in development i'll write something up on it as soon as i get the chance
5
#5
0 Frags +
Lunacidefirst thing that stands out to me is the sky box needs to be much higher

~512 units higher than the highest reachable point on the map, shouldn't be too problematic

[quote=Lunacide]first thing that stands out to me is the sky box needs to be much higher[/quote]

~512 units higher than the highest reachable point on the map, shouldn't be too problematic
6
#6
2 Frags +
~512 units higher than the highest reachable point on the map, shouldn't be too problematic

Just because its 512 units higher than the highest reachable point doesnt make it enough, do you just hit the skybox easily when you stickyjump with1 or 2 stickies? Is it open enough for rocket jumps and bombing?

[quote]~512 units higher than the highest reachable point on the map, shouldn't be too problematic[/quote]
Just because its 512 units higher than the highest reachable point doesnt make it enough, do you just hit the skybox easily when you stickyjump with1 or 2 stickies? Is it open enough for rocket jumps and bombing?
7
#7
21 Frags +

http://puu.sh/kWfb4/55a786e385.jpg

Looks like some unpacked materials, I assume it'd be some kinda slime or toxic waste. Honestly not really a fan of last at all currently. It's kinda cool that you can see the point from inside spawn but it seems like the area is super cramped vertically but still has a fairly large actual capture area. I also really dislike the whole "secret" area you have to the right, I don't see what it would add besides a nice area for the ammo pack and honestly you could just move it elsewhere on the last. Maybe consider reworking this area with a smaller cap area because as is it seems quite a bit larger than most lasts.

http://puu.sh/kWg2f/87ef19bb64.jpg

This side of last is pretty strange as well, specifically the stairs leading up to the the spawn exit. I feel like there's no reason to walk all the way over there since its basically always faster to just climb up on the barrel and take the smaller ramp on the other side. It also doesn't really make sense as an area to hold since it's actually quite cramped would require you to rotate through spawn to go anywhere once you're up there.

http://puu.sh/kWguo/1e5ecde2d7.jpg

First off most people will not like the splash through floors mechanic that the grate textures allow, personally I think they're interesting but they could cause some pretty strange issues, specifically you could set up a trap underneath the platform or be spammed from the shutter door with rockets from underneath. I also don't think that the healthpack/ammo would work well here since it's basically a small death pit to go and take them.

http://puu.sh/kWgMP/ef8b825dec.jpg

Biggest issue with this area is that the team pushing out of last would have a pretty large height disadvantage when pushing into this lobby area. That one balcony gives you pretty nice spam angles on all 3 of the exits from last. You should also clip over the back edge of the metal thing with the directional signs on it.

http://puu.sh/kWhob/4f38546d3c.jpg

This route into last is kinda strange as it pretty much takes the longest to go through and also puts you in the worst position of the 3 ways in and out of last. I guess since you have those big walls it gives your soldiers a lot of options for where they want to jump in but jumping off of displacements is actually awful I personally avoid it like the plague. I would also move the health packs a bit more towards lobby so it's a larger risk for people holding last to take them and less easy to deny by the people holding last.

http://puu.sh/kWhSI/71ed0998be.jpg

First off you have some props overlapping here, not really a huge deal just kinda annoying looking. Also a 100% agree with Lunacide that the skybox needs to be raised a considerable amount. for the main area on second it's kind of okay but attempting to jump off the large white structure in the middle of the picture is quite annoying to do since the skybox is very low above it. As for the point itself it seems like you could probably shrink the area down and get rid of the cheesy barrel jump thing in the middle

http://puu.sh/kWiiV/fbc3f424dc.jpg

The slight height variation seems strange here since it only really makes this area kinda awkward. Would suggest making this area have much less height variation and potentially move the health from the next room over into here instead of having the little cubby for it.

http://puu.sh/kWiwF/b11c05e880.jpg

Try and make it a bit more clear that you can't go over this brush.

http://puu.sh/kWiBQ/b5d511009a.jpg

This seems like it would be a pretty broken hold spot as you can see all of the ways into second and have height advantage over all of them, would also make it really easy to back out since you would have a ramp that leads you directly to highground right behind you.

http://puu.sh/kWiYo/eb43b71503.jpg

Mid is quite large and comparatively has a very low skybox for how big it actually is. I think scaling it down quite a bit and reworking a few areas could help a lot. For example I don't think the shack/dropdown combo things would work out too well. But I do like the entrance to mid that lets you choose if you want to go below or above the point.

Probably going to edit this later when I go over it again. The major thing that stuck out all over the map is that the scale seemed kinda way too big. I feel like if you reduced the size of most areas and reworked a few of the problem areas I mentioned (Specifically the lobby before last) it could come out pretty nice as there are a lot of cool concepts already flushed out.

[img]http://puu.sh/kWfb4/55a786e385.jpg[/img]

Looks like some unpacked materials, I assume it'd be some kinda slime or toxic waste. Honestly not really a fan of last at all currently. It's kinda cool that you can see the point from inside spawn but it seems like the area is super cramped vertically but still has a fairly large actual capture area. I also really dislike the whole "secret" area you have to the right, I don't see what it would add besides a nice area for the ammo pack and honestly you could just move it elsewhere on the last. Maybe consider reworking this area with a smaller cap area because as is it seems quite a bit larger than most lasts.

[img]http://puu.sh/kWg2f/87ef19bb64.jpg[/img]

This side of last is pretty strange as well, specifically the stairs leading up to the the spawn exit. I feel like there's no reason to walk all the way over there since its basically always faster to just climb up on the barrel and take the smaller ramp on the other side. It also doesn't really make sense as an area to hold since it's actually quite cramped would require you to rotate through spawn to go anywhere once you're up there.

[img]http://puu.sh/kWguo/1e5ecde2d7.jpg[/img]

First off most people will not like the splash through floors mechanic that the grate textures allow, personally I think they're interesting but they could cause some pretty strange issues, specifically you could set up a trap underneath the platform or be spammed from the shutter door with rockets from underneath. I also don't think that the healthpack/ammo would work well here since it's basically a small death pit to go and take them.

[img]http://puu.sh/kWgMP/ef8b825dec.jpg[/img]

Biggest issue with this area is that the team pushing out of last would have a pretty large height disadvantage when pushing into this lobby area. That one balcony gives you pretty nice spam angles on all 3 of the exits from last. You should also clip over the back edge of the metal thing with the directional signs on it.

[img]http://puu.sh/kWhob/4f38546d3c.jpg[/img]

This route into last is kinda strange as it pretty much takes the longest to go through and also puts you in the worst position of the 3 ways in and out of last. I guess since you have those big walls it gives your soldiers a lot of options for where they want to jump in but jumping off of displacements is actually awful I personally avoid it like the plague. I would also move the health packs a bit more towards lobby so it's a larger risk for people holding last to take them and less easy to deny by the people holding last.

[img]http://puu.sh/kWhSI/71ed0998be.jpg[/img]

First off you have some props overlapping here, not really a huge deal just kinda annoying looking. Also a 100% agree with Lunacide that the skybox needs to be raised a considerable amount. for the main area on second it's kind of okay but attempting to jump off the large white structure in the middle of the picture is quite annoying to do since the skybox is very low above it. As for the point itself it seems like you could probably shrink the area down and get rid of the cheesy barrel jump thing in the middle

[img]http://puu.sh/kWiiV/fbc3f424dc.jpg[/img]

The slight height variation seems strange here since it only really makes this area kinda awkward. Would suggest making this area have much less height variation and potentially move the health from the next room over into here instead of having the little cubby for it.

[img]http://puu.sh/kWiwF/b11c05e880.jpg[/img]

Try and make it a bit more clear that you can't go over this brush.

[img]http://puu.sh/kWiBQ/b5d511009a.jpg[/img]

This seems like it would be a pretty broken hold spot as you can see all of the ways into second and have height advantage over all of them, would also make it really easy to back out since you would have a ramp that leads you directly to highground right behind you.

[img]http://puu.sh/kWiYo/eb43b71503.jpg[/img]

Mid is quite large and comparatively has a very low skybox for how big it actually is. I think scaling it down quite a bit and reworking a few areas could help a lot. For example I don't think the shack/dropdown combo things would work out too well. But I do like the entrance to mid that lets you choose if you want to go below or above the point.

Probably going to edit this later when I go over it again. The major thing that stuck out all over the map is that the scale seemed kinda way too big. I feel like if you reduced the size of most areas and reworked a few of the problem areas I mentioned (Specifically the lobby before last) it could come out pretty nice as there are a lot of cool concepts already flushed out.
8
#8
5 Frags +

I thought you gave up on this?

I thought you gave up on this?
9
#9
1 Frags +

He did.

He did.
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