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5cp_signal
1
#1
0 Frags +

5cp_signal is a project of mine wich i have abandoned after a single playtest on tf2maps.net's playtesting servers. I went through my abandoned maps folder to see signal again and i thought it try to push it in a competitive direction. Ive since then made 4 more versions or so and had b4nny look at it and had it playtested on Dwaggy's TESTCO Discord server. Now i'm here, and this is the feedback thread.

Current Version: a8
Map download: https://tf2maps.net/downloads/signal.8512/

5cp_signal is a project of mine wich i have abandoned after a single playtest on tf2maps.net's playtesting servers. I went through my abandoned maps folder to see signal again and i thought it try to push it in a competitive direction. Ive since then made 4 more versions or so and had b4nny look at it and had it playtested on Dwaggy's TESTCO Discord server. Now i'm here, and this is the feedback thread.

Current Version: a8
Map download: https://tf2maps.net/downloads/signal.8512/
2
#2
2 Frags +

I've walked around the map but I haven't tested it in actual gameplay. Here's some things you can think about.

1. The distance between mid and second is really short. This could make things very snowbally. In other maps, you usually have one chance to defend last if you get wiped after a mid fight.

2. On the other hand, the chokepoints between mid and second are very spammable, which probably makes it difficult to create something in an equal uber vs uber scenario. I don't know if this is the case for certain, but it looks easier to hold than other maps.

3. The mid is very closed off which makes it hard for soldiers to bomb compared to other maps. Maybe you could raise the "windows" so that it enables soldier to bomb higher.

4. I see that you've made it so that you can not hide in forward spawn, you just teleport back once a point is capped. I don't really see the problem in people hiding in forward spawn.

5. There doesn't seem to be any respawn times when attacking last for the attacking team, and the spawn's location is very close to the fourth point. If this is intentional, it is a pretty big mistake as it would be nearly impossible for the other team to push out from last, as past maps have shown.

I've walked around the map but I haven't tested it in actual gameplay. Here's some things you can think about.

1. The distance between mid and second is really short. This could make things very snowbally. In other maps, you usually have one chance to defend last if you get wiped after a mid fight.

2. On the other hand, the chokepoints between mid and second are very spammable, which probably makes it difficult to create something in an equal uber vs uber scenario. I don't know if this is the case for certain, but it looks easier to hold than other maps.

3. The mid is very closed off which makes it hard for soldiers to bomb compared to other maps. Maybe you could raise the "windows" so that it enables soldier to bomb higher.

4. I see that you've made it so that you can not hide in forward spawn, you just teleport back once a point is capped. I don't really see the problem in people hiding in forward spawn.

5. There doesn't seem to be any respawn times when attacking last for the attacking team, and the spawn's location is very close to the fourth point. If this is intentional, it is a pretty big mistake as it would be nearly impossible for the other team to push out from last, as past maps have shown.
3
#3
2 Frags +
ondkajaI've walked around the map but I haven't tested it in actual gameplay. Here's some things you can think about.

1. The distance between mid and second is really short. This could make things very snowbally. In other maps, you usually have one chance to defend last if you get wiped after a mid fight.

2. On the other hand, the chokepoints between mid and second are very spammable, which probably makes it difficult to create something in an equal uber vs uber scenario. I don't know if this is the case for certain, but it looks easier to hold than other maps.

3. The mid is very closed off which makes it hard for soldiers to bomb compared to other maps. Maybe you could raise the "windows" so that it enables soldier to bomb higher.

4. I see that you've made it so that you can not hide in forward spawn, you just teleport back once a point is capped. I don't really see the problem in people hiding in forward spawn.

5. There doesn't seem to be any respawn times when attacking last for the attacking team, and the spawn's location is very close to the fourth point. If this is intentional, it is a pretty big mistake as it would be nearly impossible for the other team to push out from last, as past maps have shown.

The map will probably be completely remade from the ground up after some feedback that i received from a playtest today. This thread will stay up just the current version wont be getting any updates for a while untill i completely remade it and upload it as cp_signal_a1_r1. Thank you for your feedback!

[quote=ondkaja]I've walked around the map but I haven't tested it in actual gameplay. Here's some things you can think about.

1. The distance between mid and second is really short. This could make things very snowbally. In other maps, you usually have one chance to defend last if you get wiped after a mid fight.

2. On the other hand, the chokepoints between mid and second are very spammable, which probably makes it difficult to create something in an equal uber vs uber scenario. I don't know if this is the case for certain, but it looks easier to hold than other maps.

3. The mid is very closed off which makes it hard for soldiers to bomb compared to other maps. Maybe you could raise the "windows" so that it enables soldier to bomb higher.

4. I see that you've made it so that you can not hide in forward spawn, you just teleport back once a point is capped. I don't really see the problem in people hiding in forward spawn.

5. There doesn't seem to be any respawn times when attacking last for the attacking team, and the spawn's location is very close to the fourth point. If this is intentional, it is a pretty big mistake as it would be nearly impossible for the other team to push out from last, as past maps have shown.[/quote]
The map will probably be completely remade from the ground up after some feedback that i received from a playtest today. This thread will stay up just the current version wont be getting any updates for a while untill i completely remade it and upload it as cp_signal_a1_r1. Thank you for your feedback!
4
#4
0 Frags +

biggest problem of the map is how fast the attacker spawns are when you're defending last, making it extremelly hard to recapture 2nd when the guy you kill spawns in about 6 seconds right next to lobby
example: https://youtu.be/CEWvXXs1PrM?t=1150 (check scoreboard)
theres also a lack of healthkits and ammo in general and the mid feels pretty flat and lacking high ground

biggest problem of the map is how fast the attacker spawns are when you're defending last, making it extremelly hard to recapture 2nd when the guy you kill spawns in about 6 seconds right next to lobby
example: https://youtu.be/CEWvXXs1PrM?t=1150 (check scoreboard)
theres also a lack of healthkits and ammo in general and the mid feels pretty flat and lacking high ground
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