TruDom
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SteamID64 76561197978323728
SteamID3 [U:1:18058000]
SteamID32 STEAM_0:0:9029000
Country United States
Signed Up September 25, 2012
Last Posted March 21, 2014 at 5:08 PM
Posts 7 (0 per day)
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#98 cp_intermodal (5CP) in Map Discussion

some thoughts... not sure how into changing the map you are at this point but i noticed some spacing issues.
mid is very good... its very similar to Follower.
2nd point was basically not played on at all. it was mid and last, no hope of pushing from last and no hope of defending 2nd.

http://i.imgur.com/2QUFuDD.jpg

yellow means to make the yard area larger by moving everything back. shouldnt be too bad to move as the main thing you need to edit is the ground mesh.
i would also drop B area down which you may also drop the middle door to mid cp down. this gives some vertical variation at mid/2nd and also gives a disadvantage to the most direct route from mid to 2nd. high risk high reward principal.
the green - if this was an earlier stage of map progress i would move the green door over. it would open up flank routes. could be good/bad depends on how it plays in a match.

http://i.imgur.com/LkwaSHA.jpg

i would also extend the platform 2nd cp is on to create an opening on the inside that the defensive team can jump up to quickly. also allows quicker pushes from last. maybe get rid of the majority of that red wall.

http://i.imgur.com/XYZTkuQ.jpg

last cp - straight forward needs more room to move around on the elevated deck. maybe even raise it up more. you want to see some solly bombs and chances for airshots.
also raise the point some... something like granary last.

posted about 10 years ago
#13 cp_craneway in Map Discussion
BerethNew version is out (a14)! I'm now taking suggestions for a new name, so feel free to post them here.

[/quote]

my suggestions... did not play it just ran around it.

my main problem is all of the sections of the map are separated by completely flat walls/buildings.
this is boring and very easy to defend because the player can stand in one spot and see all choke points. demo/SG can lock down all three doors at once without moving.

http://i.imgur.com/Wb3Hx01.jpg?1

red is flat/boring. push and pull entrances into/out of each section of the map.
yellow arrows = expand areas of 2nd point and last.
green = add area to yard.
move second back.

http://i.imgur.com/iXHrv9d.jpg?1

entrances on the same plane/wall = bad. easy to defend and makes 1 door repetitive/useless.

http://i.imgur.com/WLwHMdG.jpg?1

http://i.imgur.com/Z5a3NDO.jpg?1

B and C doors need the push/pull into/out of area i was talking about.
leave point where it is but elevate it and remove the sidewalls. move spawn building back separating it from the cap.
A door needs to be changed. many things you can do with it.

you need to go study some map design/chokepoints. below is an example of some the top is the most popular in ANY fps and can be applied large/small/vertically. look for them when playing and you will see them everywhere.

http://i.imgur.com/wm5lZrB.jpg?1

posted about 10 years ago
#22 I don't know what to do in tf2 in TF2 General Discussion

what a fucking emo.
if you dont like playing. fucking quit.

posted about 10 years ago
#56 The perfect map in Map Discussion
kirbyI'm not a mapper, but how hard would it be to do something like replacing all the stairs on Badlands with ramps or fixing the cap time on the last point?

Take a look at Viaduct for example. The original is shit. Someone whose name I forgot was kind enough to take their own time to fix Viaduct based off of what we generally thought was wrong with it and Viaduct suddenly became sort of a great map.

I completely understand where you're coming from. There's a lot more going on in Hammer with maps than just walls, props, health/ammo and respawn times. However with as many custom maps that have come and go and for as long as I've been playing, there's been a noticeable lack of anyone willing to fix problems with maps that a lot of people have been looking for.

Of course, this problem would easily be solved if we just play tested new custom maps that are made enough to the point that when they're eventually added to the rotation, there won't be a problem. Considering the fact that a lot of the maps we play now are custom maps (or were at one point the became official), it would make sense for that to be the case.

So the best case scenario would be to either fix the problems we have on maps that have been around for awhile that we still play and constantly complain about or we can for once play test new maps so that we won't have to complain about them.

It's generally not hard to edit/change existing maps at all.
the main problem when making comp maps is there is SHIT feedback on what actually works and what is specifically wrong with part(s) of the map.
it's very difficult to even find 12 players that are willing to even play a beta/alpha staged map. just as hard to get decent feedback from the players.
now i have come across a few players who were very good at critiquing a map... so hats off to them.
but the 6s community in general hates change and hates actually learning a new map.

with that said... what are some maps that could 'easily' be edited to make them comp friendly. (like viaduct)
i'd also like to add that the more vanilla tf2 maps you edit, the greater the divide between comp and pubs become. new comp players will not only have to learn a completely different way to play tf2 but also download a completely different set of maps.

posted about 10 years ago
#55 Faster maps? 3-CP? in Map Discussion

3cp would not work or be any different than a push on last point of 5cp.
to make games faster/less stalemate requires amazing choke points/transitions from point to point. however if you add more routes to and from choke points the gameplay is too spread out and results in poor design and players complain. so... what needs to be done is choke points created that have both an open yet closed feel which is near impossible.

the competitive community is very resistant to change and absolutely hates playing/learning new maps (as a whole). its also hard to get GOOD feedback from players most of the time "this part sucks" or "its ok but w/e".

back to the original topic which is more how can 6s be more exciting to watch than it is about 3cp. how about a new hybrid type gametype. KOTH + assault CTF. so the map will look like a 3cp... middle point being KOTH when KOTH is capped and held for say 1 minute a CTF flag is spawned and the team that owns the hill has to take the flag into the enemies base and onto their last point = 1 round win. if other team even touches the flag then it respawns at mid and the defending team can try to retake the KOTH and get a flag of their own. thoughts?

i dont think any sort of payload gametype will work because the cart is boring to push and watch. 6s gameplay especially at high levels is much too fast for that. KOTH is very fun to watch as its mostly fragging.

posted about 11 years ago
#12 [beta] cp_voltage in Map Discussion
OhMyZeusmap looks cool. Im going to run some pugs on it and i'll let you know. Although we're all low skill anything helps I assume.

tried to add you on steam... if you get a pug on it i would like to watch.

and last isn't as big as it looks in the screenshots.

thanks eulogy

posted about 11 years ago
#1 [beta] cp_voltage in Map Discussion

hoping if some people here could get some pugs/scrims on it.

download: https://dl.dropbox.com/u/108153815/cp_voltage_beta17.bsp
pictures: http://steamcommunity.com/profiles/76561197978323728/screenshots/

want to get some feedback on gameplay, choke points, cap points etc... before i finish detailing the map. (also FPS performance)

any suggestions/comments appreciated.

oh and who runs the new map pug weekends?

posted about 11 years ago